[unknown-horizons] 05/11: New upstream version 2017.2

Markus Koschany apo at moszumanska.debian.org
Sat Jul 8 00:20:00 UTC 2017


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apo pushed a commit to branch master
in repository unknown-horizons.

commit 4151b548b50227351f38e70777c6f94a76d13dd0
Author: Markus Koschany <apo at debian.org>
Date:   Sat Jul 8 00:26:05 2017 +0200

    New upstream version 2017.2
---
 CONTRIBUTING.md                                    |   1 +
 .../pirates/as_pirate0/wateroverlay/0/0000.png     | Bin 0 -> 4303 bytes
 .../pirates/as_pirate0/wateroverlay/0/0001.png     | Bin 0 -> 5437 bytes
 .../pirates/as_pirate0/wateroverlay/0/00010.png    | Bin 0 -> 6078 bytes
 .../pirates/as_pirate0/wateroverlay/0/00011.png    | Bin 0 -> 6117 bytes
 .../pirates/as_pirate0/wateroverlay/0/00012.png    | Bin 0 -> 6072 bytes
 .../pirates/as_pirate0/wateroverlay/0/00013.png    | Bin 0 -> 6078 bytes
 .../pirates/as_pirate0/wateroverlay/0/0002.png     | Bin 0 -> 5769 bytes
 .../pirates/as_pirate0/wateroverlay/0/0003.png     | Bin 0 -> 6061 bytes
 .../pirates/as_pirate0/wateroverlay/0/0004.png     | Bin 0 -> 6198 bytes
 .../pirates/as_pirate0/wateroverlay/0/0005.png     | Bin 0 -> 6165 bytes
 .../pirates/as_pirate0/wateroverlay/0/0006.png     | Bin 0 -> 6111 bytes
 .../pirates/as_pirate0/wateroverlay/0/0007.png     | Bin 0 -> 6099 bytes
 .../pirates/as_pirate0/wateroverlay/0/0008.png     | Bin 0 -> 6142 bytes
 .../pirates/as_pirate0/wateroverlay/0/0009.png     | Bin 0 -> 6083 bytes
 .../pirates/as_pirate0/wateroverlay/0/0014.png     | Bin 0 -> 11447 bytes
 .../pirates/as_pirate0/wateroverlay/0/0015.png     | Bin 0 -> 11447 bytes
 content/gui/icons/buildmenu/greyscale/060.png      | Bin 3320 -> 3516 bytes
 content/gui/xml/mainmenu/credits.xml               |  21 ++-
 content/scenarios/The_Unknown_ko.yaml              |   8 +-
 content/scenarios/tutorial_et.yaml                 |  58 ++++----
 content/scenarios/tutorial_ko.yaml                 | 164 +++++++++++----------
 content/scenarios/tutorial_nb.yaml                 |  28 ++--
 content/scenarios/tutorial_zh_CN.yaml              |  50 +++----
 development/create_release_tarball.sh              |   2 +-
 development/generate_credits.py                    |   2 +-
 doc/AUTHORS.md                                     |   3 +
 doc/CHANGELOG.md                                   |  18 +++
 horizons/component/coloroverlaycomponent.py        |  25 ++--
 horizons/component/inventoryoverlaycomponent.py    |  27 ++--
 horizons/constants.py                              |   4 +-
 horizons/engine/engine.py                          |   1 +
 horizons/engine/pychan_util.py                     |  12 +-
 horizons/gui/modules/singleplayermenu.py           |   4 +-
 horizons/gui/tabs/tabwidget.py                     |   8 +-
 horizons/gui/util.py                               |   2 +-
 horizons/util/loaders/sqliteanimationloader.py     |  15 +-
 horizons/util/loaders/sqliteatlasloader.py         |  13 +-
 po/scenarios/et/tutorial.po                        |  22 +--
 po/scenarios/ko/The_Unknown.po                     |  28 ++--
 po/scenarios/ko/tutorial.po                        |  31 ++--
 po/scenarios/nb/tutorial.po                        |  41 +++++-
 po/scenarios/zh_CN/tutorial.po                     |  12 +-
 po/uh-server/de.po                                 |  12 +-
 po/uh/de.po                                        |  12 +-
 po/uh/el.po                                        |  34 ++---
 po/uh/ko.po                                        | 141 ++++++------------
 po/uh/nb.po                                        |  26 ++--
 po/uh/pl.po                                        |  31 ++--
 run_uh.py                                          |   5 +-
 50 files changed, 441 insertions(+), 420 deletions(-)

diff --git a/CONTRIBUTING.md b/CONTRIBUTING.md
index 387e4a0..8df3e70 100644
--- a/CONTRIBUTING.md
+++ b/CONTRIBUTING.md
@@ -42,6 +42,7 @@ Things that are handled differently:
 * **String formatting** should prefer the [Python3-style `format()`]
   (http://svn.python.org/view/sandbox/trunk/pep3101/doctests/basic_examples.txt?revision=54966&view=markup)
   over the `%` operator
+* The majority of inline comments use **one space** before the comment. In the end, what matters is the comment quality, not so much its indentation.
 
 Pull requests
 -------------
diff --git a/content/gfx/units/ships/pirates/as_pirate0/wateroverlay/0/0000.png b/content/gfx/units/ships/pirates/as_pirate0/wateroverlay/0/0000.png
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diff --git a/content/gfx/units/ships/pirates/as_pirate0/wateroverlay/0/0015.png b/content/gfx/units/ships/pirates/as_pirate0/wateroverlay/0/0015.png
new file mode 100755
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diff --git a/content/gui/icons/buildmenu/greyscale/060.png b/content/gui/icons/buildmenu/greyscale/060.png
old mode 100644
new mode 100755
index 00b963c..b080b60
Binary files a/content/gui/icons/buildmenu/greyscale/060.png and b/content/gui/icons/buildmenu/greyscale/060.png differ
diff --git a/content/gui/xml/mainmenu/credits.xml b/content/gui/xml/mainmenu/credits.xml
index 5e64dec..3ad5a79 100644
--- a/content/gui/xml/mainmenu/credits.xml
+++ b/content/gui/xml/mainmenu/credits.xml
@@ -11,7 +11,8 @@ afterwards run ./development/generate_credits.py to refresh this file.
 	<Container name="left_pickbelts" size="170,580" position="30,0" />
 
 <HBox name="credits_team_2016" position="185,45" padding="10">
-	<VBox max_size="310,500" min_size="310,500">
+	<ScrollArea name="uh-team-2016/2017" max_size="310,500" min_size="310,500">
+	<VBox min_size="310,500">
 		<Label text="UH-Team-2016/2017" name="headline" />
 		<hr />
 		<VBox> <Label text="Project Coordination" name="headline" />
@@ -42,13 +43,22 @@ afterwards run ./development/generate_credits.py to refresh this file.
 				<Label text="jakoch (Jens A. Koch)" />
 			</VBox>
 		</VBox>
+		<VBox> <Label text="Web Coder" name="headline" />
+			<VBox name="box">
+				<Label text="dwayne1988 (Dwayne Thorp)" />
+			</VBox>
+		</VBox>
 	</VBox>
-	<VBox max_size="310,500" min_size="310,500">
+	</ScrollArea>
+	<ScrollArea name="uh-team-2016/2017" max_size="310,500" min_size="310,500">
+	<VBox min_size="310,500">
 	</VBox>
+	</ScrollArea>
 </HBox>
 
 <HBox name="credits_team_2015" position="185,45" padding="10">
-	<VBox max_size="310,500" min_size="310,500">
+	<ScrollArea name="uh-team-2015" max_size="310,500" min_size="310,500">
+	<VBox min_size="310,500">
 		<Label text="UH-Team-2015" name="headline" />
 		<hr />
 		<VBox> <Label text="Project Coordination" name="headline" />
@@ -82,7 +92,9 @@ afterwards run ./development/generate_credits.py to refresh this file.
 			</VBox>
 		</VBox>
 	</VBox>
-	<VBox max_size="310,500" min_size="310,500">
+	</ScrollArea>
+	<ScrollArea name="uh-team-2015" max_size="310,500" min_size="310,500">
+	<VBox min_size="310,500">
 		<VBox> <Label text="Game-Play Design" name="headline" />
 			<VBox name="box">
 				<Label text="Andre (Andre Reichelt)" />
@@ -116,6 +128,7 @@ afterwards run ./development/generate_credits.py to refresh this file.
 			</VBox>
 		</VBox>
 	</VBox>
+	</ScrollArea>
 </HBox>
 
 <HBox name="credits_patchers" position="185,45" padding="10">
diff --git a/content/scenarios/The_Unknown_ko.yaml b/content/scenarios/The_Unknown_ko.yaml
index d388779..aa9825a 100644
--- a/content/scenarios/The_Unknown_ko.yaml
+++ b/content/scenarios/The_Unknown_ko.yaml
@@ -35,7 +35,7 @@ logbook-data:
 - &FOOD_BOARDS
   - [Headline, 1740년 11월 22일]
   - [Image, content/gui/images/background/hr.png]
-  - 항구는 건설되었고 새로운 희망이 시작합니다. 나는 여전히 내일을 걱정하고있습니다... 우리는 바닥난 음식과 부족한 기초 건축 자재로 운영중입니다.
+  - 항구가는 건설되었고 새로운 희망이 생겼습니다. 나는 아직도 내일을 걱정하고 있습니다... 우리는 음식과 기본 건축 자재가 부족한 상태입니다.
   - 우리는 우리가 생존할 수 있도록 기본적인 요구 사항을 확보해야합니다. 우리가 생존할수있고 거처를 건설하기위해 사람들이 채집한 음식과 목재를 보내야할 때입니다.
   - '임무:
 
@@ -58,7 +58,7 @@ logbook-data:
   - 거주하기 위한 일부 천막과 우리 시민들에게 제품을 공급하기 위한 작은 주요 광장 건설할 때입니다.
   - '임무:
 
-    주요 광장과 최소 10개이상의 천막을 건설하세요.'
+    중앙 광장과 최소 10개 이상의 천막을 건설하십시오.'
   - [Pagebreak]
   - ''
 
@@ -142,9 +142,9 @@ events:
 
 metadata:
   author: Kikody, UH-Team
-  description: '당신은 1740년 영국령 함선의 선장입니다. 당신과 당신의 승무원은 태평양의 영국 식민지로 가는 길에 있습니다.
+  description: '당신은 1740년 영국령 함선의 선장입니다. 당신과 당신의 승무원은 태평양에있는 영국 식민지로 가는 중입니다.
 
-    폭풍으로 가기전까지 모든게 좋았습니다.…'
+    폭풍우로 들어가기 전까지는 모든것이 좋았습니다…'
   difficulty: 쉬움
   locale: ko
   mapfile: development.sqlite
diff --git a/content/scenarios/tutorial_et.yaml b/content/scenarios/tutorial_et.yaml
index 374318f..f1c0193 100644
--- a/content/scenarios/tutorial_et.yaml
+++ b/content/scenarios/tutorial_et.yaml
@@ -78,15 +78,15 @@ logbook-data: # contains all logbook messages. Invoke &ANCHOR with {type: logboo
     - [content/gui/icons/buildmenu/008.png, content/gui/icons/buildmenu/015.png, content/gui/icons/resources/32/004.png]
 
 - &FOOD
-  - [Message, Ehita jahimees ja kalur. Ühenda nad laohoonega.]
+  - [Message, Ehita jahimehe telk ja kaluri telk. Ühenda nad laohoonega.]
   - [Headline, 'UUS ÜLESANNE: TOIDUGA VARUSTAMINE']
   - [Image, content/gui/images/background/hr.png]
   - Sul on vaja ka mõningaid toitu tootvaid kompaniisid, sest inimesed on üldiselt (ja meremehed eriti) väga näljased.
-  - Esimesel tasemel on võimalik luua jahinduse ja kalurite kompaniisid.
-  - Jahimehed jahivad metsast ulukeid ning seetõttu peab nende lähedal olema puid.
-  - Tähelepanu, sa võid oma jahimehed paigutada saeveski metsa lähedale.
+  - Esimese taseme kompaniidest on võimalik luua jahimehe telk ja kaluri telk.
+  - Jahimees jahib metsast ulukeid ning seetõttu peab nende lähedal olema puid.
+  - Note that you can place your Hunter's Tent close to the lumberjack's forest.
   - Võib juhtuda, et loomad ei paljune piisavalt kiiresti või oksavad lihtsalt hästi peituda.
-  - Järelikult ei ole jahimehed just väga usaldusväärsed, kui sul on vaja pidevat varustatust.
+  - 'Conclusion: the Hunter''s Tent is not too reliable if you need continuous supply.'
   - [Pagebreak]
   - '
 
@@ -95,8 +95,8 @@ logbook-data: # contains all logbook messages. Invoke &ANCHOR with {type: logboo
   - Kalastamine on väga pidev varustus allikas, kuid selle hinnaks on natuke pikem tootmise aeg toiduühiku kohta.
   - Väike koloonia nagu sul on võib kasutada mõlemat, mis võimaldab sul paremini tasakaalustada nende eelised ja puudused.
   - ''
-  - [BoldLabel, 'Ülesanne: ehita jahimees ja kalur.']
-  - Ära unusta ehitamast teerada oma laoni!
+  - [BoldLabel, 'Task: Build a Hunter''s Tent and a Fisherman''s Tent.']
+  - Don't forget to connect them to your Warehouse with Trails!
   - - Gallery
     - [content/gui/icons/buildmenu/011_h.png, content/gui/icons/buildmenu/009_h.png, content/gui/icons/resources/32/005.png]
 
@@ -105,8 +105,8 @@ logbook-data: # contains all logbook messages. Invoke &ANCHOR with {type: logboo
   - [Headline, 'ÜLESANNE: PEAVÄLJAK']
   - [Image, content/gui/images/background/hr.png]
   - Su elanikud vajavad peaväljakut, kus nad saavad hankida omale kaupu.
-  - See tähendab, et nad vajavad teerada, mis ühendab nende kodu peaväljakuga. Peaväljak on kasutatav ka teena ning seetõttu ei vaja temaga ühendatud telgid eraldi teerada.
-  - Kõik kaubad su laos on sellel "turuplatsil" saadavad; seega ei pea su elanikud käima kaluri juures või isegi laos.
+  - This means that they need a trail connection from their home to the Main Square. Note that the Main Square acts as trail as well, therefore adjacent Tents do not need a separate Trail.
+  - All goods in your Warehouse are available at this 'market place', so your residents do not need to walk to the Fisherman's Tent or even to the Warehouse.
   - - Gallery
     - [content/gui/icons/buildmenu/004_h.png]
   - Peaksid vältima oma põhiasunduse telkide paigutamist saeveskitele väga lähedale, sest telkide püstitamisel kaovad puud, mida su saeveskida vajavad laudade tootmiseks.
@@ -168,7 +168,7 @@ logbook-data: # contains all logbook messages. Invoke &ANCHOR with {type: logboo
   - Kas sa näed laeva, mis möödub aeg-ajalt su saarest? See laev kuulub Vabale Kauplejale, selle arhipelaagi ühele esimesele asunikule.
   - Kauple varustab su kolooniat vajalike kaupadega, mida sa ise ei saa veel toota.
   - Samuti on sul võimalik müüa oma liigne toodang, kuid tavaliselt on toodangu ise tarbimine (täiendavaid telke ehitades) mõistlikum, sest nii on saadav kasum suurem.
-  - Tavaliselt seilavad kauplejate laevad niisama ringi ja otsivad häid tehinguid, kuid sa saad asju pisut kiirendada.
+  - Normally the trader just sails around and looks for deals, but you can speed things up a bit.
   - - Gallery
     - [content/gui/icons/buildmenu/006_h.png]
   - Selleks on vaja ehitada su lao lähedale signaaltuli. See juhatab laevad su kolooniasse.
@@ -176,7 +176,7 @@ logbook-data: # contains all logbook messages. Invoke &ANCHOR with {type: logboo
   - [Pagebreak]
   - '
 
-    Selle väikese reklaami tulemusel teeb kaupleja su lao juures peatuse, kuigi tal oli alselt plaan mööda sõita.'
+    After this little advertisement, the trader will also stop by and look into your Warehouse, even if he had planned to sail past it.'
   - Lao kaardil "Müü/Osta" saad sa algatada tehinguid.
   - - Gallery
     - [content/gui/icons/tabwidget/warehouse/buysell_a.png]
@@ -223,22 +223,22 @@ logbook-data: # contains all logbook messages. Invoke &ANCHOR with {type: logboo
   - [Image, content/gui/images/background/hr.png]
   - Neist tööriistadest hetkel piisab. Hästi tehtud!
   - Nüüd võimaldad oma elanikele eluaseme, peaväljaku ja toidu.
-  - 'Siiski on veel üks nõudmine, mis ei ole hetkel rahuldatud (kontrolliks klõpsa ühel telkidest): su meremehed vajavad lihtsat ehitist, kus nad saaksid palvetada.'
+  - 'Still there is one demand which we have not satisfied so far (you may check that by clicking on any Tent): your sailors want a basic building where they can pray.'
   - Lahenduseks on paviljon, mille küla hingekarjane püstitab kiirelt päikesevarjuks.
-  - Pühakodadest peavad samuti viima rajad telkideni, sest muidu ei jõua su elanikud nendeni.
+  - Service buildings like this also need to be connected to the Tents with a Trail, else your inhabitants feel unable to reach them.
   - [Pagebreak]
   - '
 
     Arvesta sellega, et usku käsitletakse kui füüsilist resurssi!'
   - This means that your inhabitants need a road connection to the producer (Pavilion) to pick up faith there.
   - Mõne aja möödudes on nad selle ära tarbinud ja otsivad tootjat, kelle käest veel usku hankida.
-  - 'Tähtis:
+  - 'Important:
 
-    Sellest EI piisa, et ehitis on telkidest sobival kaugusel.
+    It is NOT enough that the building is merely within a certain range of the Tents.
 
-    Nõutav on ka ühendav tee.'
+    The road connection is required as well.'
   - ''
-  - [BoldLabel, 'Task: Build a Pavilion with a trail to the Tents in order to fulfill your sailors'' demand for faith.']
+  - [BoldLabel, 'Task: Build a Pavilion with a Trail to the Tents in order to fulfill your sailors'' demand for faith.']
   - - Gallery
     - [content/gui/icons/buildmenu/005.png]
 
@@ -246,7 +246,7 @@ logbook-data: # contains all logbook messages. Invoke &ANCHOR with {type: logboo
   - [Message, 'Määra madal maksude tase (vasak serv) ja oota, et su meremehed jõuaks järgmisele tasemele.']
   - [Headline, 'UUS ÜLESANNE: JÄRGMINE TASE']
   - [Image, content/gui/images/background/hr.png]
-  - All demands are fulfilled now if your inhabitants can regularly visit the Main Square & Pavilion and your food supply is adequate.
+  - All demands are fulfilled now if your inhabitants can regularly visit the Main Square and the Pavilion and your food supply is adequate.
   - Kui meremehed on piisavalt õnnelikud, siis soovivad nad jõuda järgmisele tasemele, mida kutsutakse Avastajad.
   - Nende õnnelikuks tegemiseks on sul vaja ainult alandada makse, sest sa oled täitnud oma elanike kõik nõudmised.
   - Sa ei tohiks jääda madalate maksude juurde pikaks ajaks, sest see viib su varem või hiljem üsna kindlalt pankrotti. Mõneks ajaks on teadlik maksude alandamine siiski mõistlik samm.
@@ -294,24 +294,24 @@ logbook-data: # contains all logbook messages. Invoke &ANCHOR with {type: logboo
   - [Image, content/gui/images/background/hr.png]
   - The Farm itself is not going to produce anything without some fields.
   - Sul on hetkel valida karjamaa ning kartuli- ja suhkrupõllu vahel.
-  - 'Kiire ülevaade:
+  - 'Let''s have a short overview:
 
-    * Karjamaal on lambad, kes annavad villa.
+    * Pasture: Sheep live here, producing lamb wool.
 
-    * Kartulipõllult saab kartuleid, mida hetkel käsitletakse toiduna.
+    * Potato Field: Grows potatoes which are currently treated as food.
 
-    * Suhkrupõllult saab suhkrut, millest destillerritakse alkoholi ja (hiljem) valmistatakse maiustusi.'
+    * Sugar Field: Grows sugar which is used to distill liquor and (later) produce confectionery.'
   - Hetkel on vaja ainult karjamaad, kuid kui sul toidust on puudus (võib-olla on sul liiga palju elamuid), siis võid ehitada ka kartulipõlde.
-  - Selleks, et kartulid jõuaks tarbijateni, pead farmi ühendama teedega (mitte põllu), sest kaupadega tegeleb ainult kompanii.
+  - Note that for potatoes you will need a road connection to the Farm (not to the field!), as it will be the only company to work on the goods.
   - [Pagebreak]
   - '
 
-    Veendu, et kõik rajatavad põllud on farmi maa-alal.'
-  - Sul võib olla kombineeritud tootmine - üks karjamaa ei taga farmi 100% efektiivsust - kuid sa pead kontrollima, mitut põldu suudab su farm teenindada.
+    Make sure that all fields you build are in the area covered by the Farm.'
+  - You can have combined production - one pasture will not lead to 100 percent efficiency of the Farm - but you need to check how many fields one Farm can serve.
   - Erinevad põldude liigid vajavad farmi üksustelt rohkem või vähem aega (külvamine, koristamine, karjatamine, jne.) ja seetõttu ei pruugi farm teenindada kõiki põlde, mis sa talle oled juba rajanud.
   - Praegu ei pea sa sellepärast muretsema, sest sa ei ole ehitanud mitte ühtegi põldu. Aga muutkem nüüd seda!
   - ''
-  - [BoldLabel, 'Ülesanne: ehita farmi maadele vähemalt üks karjamaa ja soovi korral ka kartulipõllud.']
+  - [BoldLabel, 'Task: Build at least one Pasture in the Farm''s range and add Potato Fields if you like.']
   - - Gallery
     - [content/gui/icons/buildmenu/018.png, content/gui/icons/buildmenu/019.png]
 
@@ -351,8 +351,8 @@ logbook-data: # contains all logbook messages. Invoke &ANCHOR with {type: logboo
   - [Image, content/gui/images/background/hr.png]
   - Nüüd, kus villatootmine on käivitatud, on sul vaja veel kangrut, et toota villast kangast.
   - The Weaver's Hut is the place where the weaver lives. There are two spots where you can build it - either close to the Farm or close to a Storage Tent (or the Warehouse).
-  - Mõlemal juhul pead rajama ka ühendava teeraja.
-  - You can place the Weaver's Hut close to the Farm and tear down any trail to the Farm to see that it will still fetch the wool and produce.
+  - In both cases you should ensure the connection to a Trail as well.
+  - You can place the Weaver's Hut close to the Farm and tear down any Trail to the Farm to see that it will still fetch the wool and produce.
   - ''
   - [BoldLabel, 'Task: Build a Weaver''s Hut positioned so it can get wool.']
   - - Gallery
@@ -657,4 +657,4 @@ metadata:
   locale: et
   mapfile: development.sqlite
   original: content/scenarios/tutorial_en.yaml
-  translation_status: 168 translated messages, 20 fuzzy translations.
+  translation_status: 151 translated messages, 37 fuzzy translations.
diff --git a/content/scenarios/tutorial_ko.yaml b/content/scenarios/tutorial_ko.yaml
index 82095e7..3fdb8d7 100644
--- a/content/scenarios/tutorial_ko.yaml
+++ b/content/scenarios/tutorial_ko.yaml
@@ -9,7 +9,7 @@
 logbook-data: # contains all logbook messages. Invoke &ANCHOR with {type: logbook, arguments: *ANCHOR}
 # All anchors are replaced by the YAML parser upon file load, there is no UH code related to this magic.
 - &WELCOME
-  - [Message, 무역선이 정착지를 방문할 수 있도록 해안에 창고를 건설하세요.]
+  - [Message, 무역선들이 정착지에 방문할 수 있도록 해안에 창고를 건설하세요.]
   - '
 
 
@@ -24,8 +24,12 @@ logbook-data: # contains all logbook messages. Invoke &ANCHOR with {type: logboo
 
 
     '
-  - This is your Journal, where important information about the current scenario is stored. A summary of each new task will also appear as a 'notification button' near the left-hand edge of the screen. You can hover your mouse over these notifications to read the summary, or click the button itself to open the Journal.
-  - You can also re-open the Journal at any time by clicking the button below the mini-map, at the top right of your screen. From now on we'll refer to this area containing the mini-map and various buttons and tabs as the 'Overview'.
+  - '이것은 현재 시나리오에 대한 중요한 정보가 저장되는 일기입니다.
+
+    새로운 작업의 요약은 화면의 왼쪽 가장자리 근처에 ''알림 버튼''으로 나타납니다.
+
+    이러한 알림 위에 마우스를 올려 놓으면 요약을 읽을 수 있고, 버튼을 클릭하면 일기가 열립니다.'
+  - 화면 오른쪽 상단의 미니 맵 아래에있는 버튼을 클릭하여 언제든지 저널을 다시 열 수도 있습니다. 이제부터는 작은 지도, 다양한 버튼, '개요' 탭에 포함 된이 영역을 참조 할 것입니다.
   - - Gallery
     - [content/gui/icons/widgets/minimap/captainslog.png]
   - '
@@ -36,7 +40,7 @@ logbook-data: # contains all logbook messages. Invoke &ANCHOR with {type: logboo
   - [Pagebreak]
   - '
 
-    If you have any suggestions about how this tutorial can be improved, or if you encounter any errors, please tell us.'
+    이 자습서의 개선 방안이나 오류가 발생할 경우 우리에게 알려주십시오.'
   - '
 
     팀에 문의하는 방법을 찾으려면 www.unknown-horizons.org에 방문하십시오.'
@@ -45,19 +49,19 @@ logbook-data: # contains all logbook messages. Invoke &ANCHOR with {type: logboo
   - [Pagebreak]
   - [Headline, '새로운 임무: 정착지 만들기']
   - [Image, content/gui/images/background/hr.png]
-  - Your ship is at sea, loaded with the supplies you'll need to establish a new settlement.
+  - 배가 바다에있고, 새로운 정착촌을 세우는 데 필요한 공급품을 배에 적재 하십시오.
   - 배를 이동하려면, 왼쪽 클릭으로 선택하고, 항해할 위치에서 오른쪽 클릭합니다.
   - 일단 해안 근처에 있으면, 요약에있는 '정착지 건설' 버튼이 활성화됩니다.
   - - Gallery
     - [content/gui/icons/ship/anchor.png]
-  - Clicking this button will show a preview of the Warehouse, the first building required to found a new settlement. As you move the cursor around, you'll notice that the preview is shaded red when the building is in an unsuitable area.
-  - The Warehouse needs to be positioned on the coast to allow ships to dock. So, find a good location then left-click to place this important building.
+  - 이 버튼을 클릭하면 창고의 미리보기가 표시되고, 첫 건물은 새로운 정착지가 필요합니다. 커서를 움직이다보면 건물이 부적합한 지역에있을 때 미리보기가 빨간색으로 나타납니다.
+  - 창고는 배를 부두에 댈수있도록 해안에 위치해야합니다. 그래서 좋은 장소를 찾고, 왼쪽 버튼을 클릭하여 중요한 건물을 배치하십시오.
   - ''
   - [BoldLabel, '임무: 해안선 근처에서 창고를 건설하기.']
 
 - &LUMBERJACK
   - [Message, '벌목꾼의 집을 건설하고, 창고와 연결하십시오.']
-  - [Headline, 'NEW TASK: BUILD A LUMBERJACKS TENT']
+  - [Headline, '새로운 임무: 벌목꾼의 천막을 건설하십시오']
   - [Image, content/gui/images/background/hr.png]
   - The supplies and construction materials have been unloaded from your ship and safely stored in your new Warehouse. Now it's time to construct some basic buildings, beginning with a Lumberjack's Tent.
   - Lumberjacks will fell trees from the woodland around their tent and process the timber to produce boards, for use in construction or as a trade resource.
@@ -73,50 +77,50 @@ logbook-data: # contains all logbook messages. Invoke &ANCHOR with {type: logboo
   - So, once your Lumberjack's Tent is in position, connect it to your Warehouse by opening the Build Menu then clicking the 'Path' button. You can now click and drag with the mouse to draw the route of your path between the Lumberjack's Tent and the Warehouse.
   - ''
   - [BoldLabel, '임무: 벌목꾼의 집을 숲속지역에 건설하고 그곳을 창고와 길을 연결하세요.']
-  - Once the buildings are connected you'll see a collector arrive to pick up your newly produced boards and deliver them to the Warehouse, ready for use in  construction or trade.
+  - Once the buildings are connected you'll see a collector arrive to pick up your newly produced boards and deliver them to the Warehouse, ready for use in construction or trade.
   - - Gallery
     - [content/gui/icons/buildmenu/008.png, content/gui/icons/buildmenu/015.png, content/gui/icons/resources/32/004.png]
 
 - &FOOD
-  - [Message, '사냥꾼과 낚시꾼의 집을 건설하고, 창고와 이들을 연결하세요.']
+  - [Message, Build a Hunter's Tent and a Fisherman's Tent. Connect them to the Warehouse.]
   - [Headline, '새로운 임무: 음식 조달']
   - [Image, content/gui/images/background/hr.png]
-  - 몇몇 음식을 생산하는 생산업이 매우 필요할것입니다. 왜냐면 일반적인 사람들(특히 선원)은 매우 배가 고프기 때문입니다.
-  - 첫번째 단계에서 사용할수있는 생산업은 사냥꾼과 낚시꾼입니다.
-  - 사냥꾼은 숲속에서 동물들을 사냥하므로 근처에 나무가 필요합니다.
-  - 나무꾼의 숲 근처에 사냥꾼을 배치할수 있습니다.
+  - You will need to have some food-producing companies too, because people in general (and especially sailors) are very hungry.
+  - Available companies in the first tier are the Hunter's Tent and Fisherman's Tent.
+  - The hunter hunts animals in the forest, thus needs trees nearby.
+  - Note that you can place your Hunter's Tent close to the lumberjack's forest.
   - ?? 동물들이 재생속도가 빠르지 않거나 단순하게 잘 숨지 않을 수 있습니다.
-  - '결론: 고기의 지속적인 공급을 필요로 한다면, 사냥꾼도 신뢰해서는 안됩니다.'
+  - 'Conclusion: the Hunter''s Tent is not too reliable if you need continuous supply.'
   - [Pagebreak]
   - '
 
-    어부는 창고와 물고기 떼 범위 내와 같은 해안 건축 부지를 필요로 합니다.'
+    The Fisher needs a coastal building site like the Warehouse and a fish school in range.'
   - 그가 작은 노가 달린 배를 만들고 고기를 잡을것 입니다.
   - 유닛 음식 당 약간 긴 생산시간의 비용으로 매우 안정적인 공급입니다.
   - 당신것 같은 작은 정착지는 같은 조직원을 사용할 수 있고 더나은 장단점을 조정할수 있습니다.
   - ''
-  - [BoldLabel, '임무: 사냥꾼의 집과 낚시꾼의 집을 건설.']
-  - 길로 창고와 그것들을 연결하는것을 잊지마세요!
+  - [BoldLabel, 'Task: Build a Hunter''s Tent and a Fisherman''s Tent.']
+  - Don't forget to connect them to your Warehouse with Trails!
   - - Gallery
     - [content/gui/icons/buildmenu/011_h.png, content/gui/icons/buildmenu/009_h.png, content/gui/icons/resources/32/005.png]
 
 - &MAINSQUARE
-  - [Message, 주요 광장을 건설합니다. 생산적인 건물의 많지 않은 장소를 선택하세요.]
+  - [Message, Build a Main Square. Choose an area without many economy buildings.]
   - [Headline, '새로운 임무: 주요 광장']
   - [Image, content/gui/images/background/hr.png]
   - 주민들은 그들의 상품을 가져올 수 있는 주요 광장을 필요로 합니다.
-  - 즉, 그들의 집에서 주요광장까지 연결된 길을 필요로 한다는 뜻입니다. 주 광장은 길로서의 역할을 합니다. 따라서 인접한 집들은 별도의 길이 필요하지 않습니다.
-  - 창고 에있는 모든 상품들은 '시장'에서 이용할수있습니다., 주민들은 어부나 창고로 걸을 필요가 없습니다.
+  - This means that they need a trail connection from their home to the Main Square. Note that the Main Square acts as trail as well, therefore adjacent Tents do not need a separate Trail.
+  - All goods in your Warehouse are available at this 'market place', so your residents do not need to walk to the Fisherman's Tent or even to the Warehouse.
   - - Gallery
     - [content/gui/icons/buildmenu/004_h.png]
   - 건설 천막은 벌목소가 판자를 만드는데 필요한 나무들을 제거해버리기 때문에 주요 정착지 천막에 벌목소가 너무 가까운걸 피해야 합니다.
-  - 조직원들은 천막와 연결되지않고 일을 하므로 주요 광장과 벌목소 천막 사이의 도로를 건설할 필요가 없습니다.
+  - Companies work without being connected to the tents, so you don't need to build a road between the Main Square and e.g. your Lumberjack's Tent.
   - ''
-  - [BoldLabel, '임무: 주요 광장을 건설.']
+  - [BoldLabel, 'Task: Build a Main Square.']
   - [Pagebreak]
   - '
 
-    이제, 주요 광장을 자세히 살펴 봅시다.'
+    Now let''s have a closer look at the Main Square.'
   - - Gallery
     - [content/gui/icons/tabwidget/warehouse/account_a.png]
   - '"회계" 탭에서, 이 섬의 지불한 모든 비용과 획득한 모든 세금같은 대차 대조표를 얻으세요.'
@@ -127,7 +131,7 @@ logbook-data: # contains all logbook messages. Invoke &ANCHOR with {type: logboo
   - 다른 계층의 요약 탭에서 주민들에 대한 통계를 볼 수 있습니다. 또한 여기에서 계층별 전체 세금을 설정하고, 이 계층의 주민들을 다음의 더 높은 단계로 상향하는데 허용 하거나 거부할 수 있습니다.
 
 - &FIRSTTENT
-  - [Message, 필요하다면 집을 건설하고 주 광장과 연결하세요.]
+  - [Message, Build a Tent and connect it to the Main Square if necessary.]
   - [Headline, '새로운 임무: 주택 건설']
   - [Image, content/gui/images/background/hr.png]
   - 정착민들은 자신들의 머리를 덮어줄 지붕을 원합니다. 그들은 당신의 도시에 살고 싶은생각이 없습니다! 천막을  제공해야 합니다.
@@ -138,13 +142,13 @@ logbook-data: # contains all logbook messages. Invoke &ANCHOR with {type: logboo
   - 만약 이러한 재료의 재고가 부족한경우, 향상을 하지않는것이 좋습니다.
   - 정착민들은 생산하는 모든 상품을 소비하려하기 때문에 정착민들은 매우 유용해 보이지 않을수 있습니다. -하지만 그들은 최소한의 세금을 지불하므로 지금 돈을 벌 수있는 유일한 방법입니다!
   - ''
-  - [BoldLabel, '임무 : 필요하다면 천막을 건설하고 주요 광장에 연결하세요. 천막은 어떠한 동료와도 연결을 필요로 하지 않습니다.']
+  - [BoldLabel, 'Task: Build a Tent and connect it to the Main Square if necessary. Tents don''t need to be connected to any of the companies.']
 
 - &MORETENTS
-  - [Message, '추가로 최소 세 개의 천막을 만들고, 주요광장과 연결한다.']
+  - [Message, Build at least three additional Tents and connect them to the Main Square.]
   - '
 
-    천막 요약 탭을 봅시다.'
+    Let''s have a look at the Tent overview tab.'
   - '아래의것들을 볼수있습니다.
 
     * 주민들의 행복도,
@@ -156,44 +160,46 @@ logbook-data: # contains all logbook messages. Invoke &ANCHOR with {type: logboo
   - 그렇지 않는경우 행복도와 수입이 감소합니다. 언젠가 주민들이 정말로 뽀로통해지고, 마을을 두고 가버리고, 부폐 퇴락될것입니다.
   - 여기서 전체 세금 설정도 바꿀 수 있습니다.
   - ''
-  - [BoldLabel, '임무: 최소한 3개의 천막을 추가적으로 건설.']
+  - [BoldLabel, 'Task: Build at least three additional Tents.']
   - '
 
     팁: Shift 키를 누르고 있으면 같은 종류의 여러 건물을 건설하는데 쉽습니다.'
 
 - &SIGNALFIRE
-  - [Message, 창고 근처 해안에 봉화를 건설한다.]
+  - [Message, Build a Signal Fire at the coast close to your Warehouse.]
   - [Headline, '새로운 임무: 봉화를 건설']
   - [Image, content/gui/images/background/hr.png]
   - 이따금 섬을 통과하는 배를 볼수있나요? 그배는 자유 무역상이며, 이 열도의 첫정착민중 하나입니다.
   - 무역상인은 아직 생산할수 없는 필수 상품과 정착지를 제공 할 것입니다.
-  - 또한 남은 제품을 판매할수 있습니다. 그러나 일반적으로 소비하는것은 (더 많은 천막을 설치하기 위해) 그것들을 판매하는것 대신에 그들에게 더 많은 이익을 판매할 수 있습니다.(번역확인요망????).
-  - 일반적으로 무역상인의 배는 주변을 항해하고 거래를 찾습니다. 하지만 그것들을 약간 빠르게 할수있습니다.
+  - You can also sell surpluses of your production, but in general consuming them (by building more Tents) instead of selling them yields more profit.
+  - Normally the trader just sails around and looks for deals, but you can speed things up a bit.
   - - Gallery
     - [content/gui/icons/buildmenu/006_h.png]
-  - 이것의 목적은, 창고근처 해안에 봉화를 건설하세요. 배들이 정착지로 가는 길을 보여줄것입니다.
-  - 봉화는 배들이 그것들을 잡기위해 지역을 보호해야 합니다.
+  - For this purpose, build a Signal Fire at the coast near your Warehouse. It will show ships the way to your settlement.
+  - The Signal Fire has to cover the area which the ships pass through to catch them.
   - [Pagebreak]
   - '
 
-    이 작은 광고 후, 무역상인은 멈추고, 계획된 과거항해가 있다면, ??무역상인은 중지할수있고, 창고를 조사할 수 있습니다.'
-  - '"구매/판매" 창고탭을 통해 거래를 제안할 수 있습니다.'
+    After this little advertisement, the trader will also stop by and look into your Warehouse, even if he had planned to sail past it.'
+  - You can propose deals via the Warehouse tab "Buy/Sell".
   - - Gallery
     - [content/gui/icons/tabwidget/warehouse/buysell_a.png]
   - '''선원'' 계층에서 3개의 무역 칸을 갖고있습니다.'
   - '''구매''에서 ''판매''로 또는 반대의 경우에도 칸모드를 바꾸기 위해 작은 아이콘을 클릭하세요.'
   - 무역하고자하는 칸의 물품을 선택하세요. 무역 준비가 되면 더 설명하겠습니다.
   - ''
-  - [BoldLabel, '임무: 창고 근처 해안에 봉화를 건설.']
+  - [BoldLabel, 'Task: Build a Signal Fire at the coast close to your Warehouse.']
 
 - &TRADING
   - [Message, 최소 도구30개의 섬 비축품을 확보하세요. 약간의 시간이 걸릴수있다는것을 알고계세요.]
   - [Headline, '새로운 임무: 교역 배우기']
   - [Image, content/gui/images/background/hr.png]
-  - '훌륭합니다! 자유무역상은 창고에 수시로 멈출것입니다.
+  - 'Excellent! The Free Trader will now stop by at your Warehouse from time to time.
 
 
-    무역하는 방법에대해 우리 자습서를 계속 진행 합니다.'
+    Let''s continue our tutorial on how to trade.'
+  - First click on your own Warehouse and click on the third tab.
+  - Then click on one of the 3 slots, then select a good you want to buy or sell.
   - 특정 제품의 종류를 선택한후, 칸 아래에 걸친 녹색 막대 (표시된 경우)는 보유하신 이물건의 재고가 얼마나 있는지 보여 줍니다.
   - '''구입''과 ''판매''의 다른 의미를 가진 ''목표 값''을 결정할 각칸의 오른쪽 슬라이더에 끌어놓기 하세요.'
   - 구입할때, 재고에서 '목표 값'을 고정하기위해 충분히 구입하세요.
@@ -205,7 +211,7 @@ logbook-data: # contains all logbook messages. Invoke &ANCHOR with {type: logboo
 
     ''구매'' 칸과 5톤의 재고를 가지고있고, 9톤으로 위치된 슬라이더는 대부분 추가로 4톤을 구매할것입니다.'
   - 판매도 유사하게 진행합니다.. 재고에있는 18톤의 칸 '판매'과 13톤에 위치한 슬라이더는 5톤을 판매 할것입니다.
-  - 어쨌거나 자유무역상인이 설정한 값보다 구입이나 판매를 적게 요구한다면, 그와 살고 있다가 돌아올때까지 기다리세요.
+  - If the Free Trader however only wants to buy or sell less than your settings would allow him, you need to live with that and wait for him to return.
   - 'Unknown Horizons의 특징은 스마트가격입니다, 때문에 한개의 값은 다양할 수 있습니다.
 
     값은 수동적으로 변할수 없습니다!'
@@ -216,27 +222,27 @@ logbook-data: # contains all logbook messages. Invoke &ANCHOR with {type: logboo
     - [content/gui/icons/resources/32/006.png]
 
 - &PAVILION
-  - [Message, 교회를 건설하고 천막과 연결한다.]
+  - [Message, Build a Pavilion with connection to the Tents.]
   - [Headline, '새로운 임무 : 교회 건설']
   - [Image, content/gui/images/background/hr.png]
   - 이러한 도구는 바로 충분할것입니다. 잘 하셨습니다!
   - 지금 주민들에게 집과 주요광장과 음식을 제공하세요.
-  - 여전히 우리가 만족하지않는 한가지가 있습니다. 이는 시장 또는 천막 탭에서 확인 할 수 있습니다 - 선원은 기도할 수 있는 기본 건물을 원합니다.
-  - 이 해결책은 마을 목사를 태양으로부터 주거지로 빨리 이동시키기는 교회 입니다.
-  - 이 같은 서비스 건물도 길을 천막과 연결해야합니다. 그렇지 않으면 주민들은 그 건물들에 도달할수 없을것입니다.
+  - 'Still there is one demand which we have not satisfied so far (you may check that by clicking on any Tent): your sailors want a basic building where they can pray.'
+  - The solution is a Pavilion which the village parson quickly puts up as shelter from the sun.
+  - Service buildings like this also need to be connected to the Tents with a Trail, else your inhabitants feel unable to reach them.
   - [Pagebreak]
   - '
 
     신앙은 물리적 자원과 같이 취급됩니다!'
-  - 즉, 주민들의 신앙을 끌어올리기 위해서는 생산자(교회)와 연결된 길이 필요하다는 말입니다.
+  - This means that your inhabitants need a road connection to the producer (Pavilion) to pick up faith there.
   - 잠시후면, 그들은 그것을 소비하는 것하고 다시 신앙을 더 수집하는 생산자를 찾을것입니다.
-  - '중요:
+  - 'Important:
 
-    건물은 천막의 단지 특정 영역에 있는게 충분하지 않습니다.???
+    It is NOT enough that the building is merely within a certain range of the Tents.
 
-    뿐만 아니라 도로 연결도 필요합니다.'
+    The road connection is required as well.'
   - ''
-  - [BoldLabel, '임무: 신앙에 대한 선원들의 요구를 충족하기 위해 천막과 연결된 길과 교회을 건설.']
+  - [BoldLabel, 'Task: Build a Pavilion with a Trail to the Tents in order to fulfill your sailors'' demand for faith.']
   - - Gallery
     - [content/gui/icons/buildmenu/005.png]
 
@@ -244,15 +250,15 @@ logbook-data: # contains all logbook messages. Invoke &ANCHOR with {type: logboo
   - [Message, 세금 수준을 낮게(왼쪽 끝) 설정하고 업그레이드하기위해 선원을 기다리세요.]
   - [Headline, '새로운 임무 : 다음 시대']
   - [Image, content/gui/images/background/hr.png]
-  - 주민들이 정기적으로 주요 광장 및 교회를 방문 할 수 있고 식량 공급이 충분하다면, 이제 모든 요구는 성취됩니다.
+  - All demands are fulfilled now if your inhabitants can regularly visit the Main Square and the Pavilion and your food supply is adequate.
   - 선원들이 충분히 행복하면 '개척자'라고 불리는 단계로 진급할 수 있습니다.
   - 당신은 주민들의 모든 요구를 충족시켰으므로 주민들을 더욱 행복하게 하려면 세금을 낮추는 방법 밖에 없습니다.
   - 아마 조만간 파산으로 이어질 것 때문에, 항상 낮은 세금으로 지속하지 마십시오. 당분간은 무엇을하는지 아는 경우는 그래도 괜찮습니다.
-  - 몇 시간 후, 첫 번째 유닛이 주 광장으로 걸어가서 통나무 집을 짓기위해 건축자재가 있는 곳을 찾을것입니다. 이 집은 오래된 천막을 대체 할 것입니다.
+  - After some time, the first unit should walk to the Main Square and have a look for new construction material there to build a log house. This house will replace the old tent.
   - [Pagebreak]
   - '
 
-    이러한 주거 개선은 자원이 필요하므로 주요 광장에서 제한될 수 있습니다.'
+    Such residential upgrades cost resources and can thus be restricted at the Main Square.'
   - 또한 벌목꾼을 보게 되므로 비용이 안드는 건물의 업그레이드가 있습니다. 이 경우, 그래픽만 바뀝니다.
   - 업그레이드 된 주택은 더 많은 주민들을 수용합니다, 그리고 개척자도 선원보다 더 많은 세금을 지불합니다.
   - 이미 눈치 챘는지 모르겠지만, 단점은 개척자가 선원을 필요로 하지 않은 추가 상품을 요구하는 것입니다. - 그래서 그들을 행복하게 만들게 할뿐만아니라 이 여분의 돈을 소비해야합니다.
@@ -262,7 +268,7 @@ logbook-data: # contains all logbook messages. Invoke &ANCHOR with {type: logboo
     - [content/gfx/buildings/pioneers/residential/as_hut0/idle/45/0.png]
 
 - &FARM
-  - [Message, '농장을 건설하고, 주변에 약간의 빈공터를 확보해두세요.']
+  - [Message, Build a Farm and keep some empty space around it.]
   - [Headline, '새로운 임무: 농장 건설']
   - [Image, content/gui/images/background/hr.png]
   - 축하합니다! 주민들의 일부가 계층II에 도달했습니다!
@@ -270,19 +276,19 @@ logbook-data: # contains all logbook messages. Invoke &ANCHOR with {type: logboo
   - - Gallery
     - [content/gui/icons/tabwidget/buildmenu/tier/tier2_u.png]
   - 그곳에 빛나는 새로운 탭이 나타났습니다.
-  - 개척자가 천을 요구할 것입니다. 양털실(농장에서 생산되는 제품중의 하나)로 만든 천의 생산라인을 설정 해야합니다.
-  - 농장은 매우 특별한 생산 건물입니다. 왜냐면 하나만 생산하지 않고  귀하가 원하는 매우 많은 제품을 생산하기 때문입니다.
-  - 농장의 수확물은 주위에 만든 농작물에 종류에 의존합니다.
+  - Pioneers will demand cloth, so you need to set up a production line for cloth starting with lambs wool (which is one of the goods produced at the Farm).
+  - The Farm is a very special production building since it can produce not only one, but many (and different) goods if you choose.
+  - The output of Farms depends on what kind of fields you build around it.
   - [Pagebreak]
   - '
 
     이제, 이 것을 자세히 살펴 봅시다.'
-  - 농장, 원 재료를 생산 하는 모든 회사 처럼, 저장 또는 창고에 연결 되어야 할 필요는 없습니다.
-  - 최종 생산 회사의 단위가 농장에 도달할 수 있는 한, 그리고 창고 수집가 또는 저장 텐트는 최종 회사에 도달할 수 있다.
+  - Farms, like all companies producing raw materials, do not necessarily need to be connected to storage or a Warehouse.
+  - As long as units of the final production company can reach the Farm, and collectors from the Warehouse or Storage Tent can reach the final company everything's fine.
   - If you, however, plan to do some processing on different parts of the island (which can make sense) or even on different islands, you will need a connection to collectors.
-  - Try to build the farm not too close to the coast or your existing buildings since it will need some space around it to work well.
+  - Try to build the Farm not too close to the coast or your existing buildings since it will need some space around it to work well.
   - ''
-  - [BoldLabel, '임무: 농장을 건설.']
+  - [BoldLabel, 'Task: Build a Farm.']
   - - Gallery
     - [content/gui/icons/buildmenu/020.png]
 
@@ -290,26 +296,26 @@ logbook-data: # contains all logbook messages. Invoke &ANCHOR with {type: logboo
   - [Message, '최소 하나이상의 목초지를 건설하고, 좋아 하신다면 감자밭도 추가하세요.']
   - [Headline, '새로운 임무: 농지 건설']
   - [Image, content/gui/images/background/hr.png]
-  - The farm itself is not going to produce anything without some fields.
+  - The Farm itself is not going to produce anything without some fields.
   - You currently have the choice between pastures, potato and sugar fields.
   - 'Let''s have a short overview:
 
     * Pasture: Sheep live here, producing lamb wool.
 
-    * Potato field: Grows potatoes which are currently treated as food.
+    * Potato Field: Grows potatoes which are currently treated as food.
 
-    * Sugar field: Grows sugar which is used to distill liquor and (later) produce confectionery.'
+    * Sugar Field: Grows sugar which is used to distill liquor and (later) produce confectionery.'
   - We now only need pastures, but in case your food supply chain is too small (maybe many residential buildings) you can also produce some potatoes.
-  - Note that for potatoes you will need a road connection to the farm (not to the field!) as it will be the only company to work on the goods.
+  - Note that for potatoes you will need a road connection to the Farm (not to the field!), as it will be the only company to work on the goods.
   - [Pagebreak]
   - '
 
-    Make sure that all fields you build are in the area covered by the farm.'
-  - You can have combined production - one pasture will not lead to 100 percent efficiency of the farm - but you need to check how many fields one farm can serve.
+    Make sure that all fields you build are in the area covered by the Farm.'
+  - You can have combined production - one pasture will not lead to 100 percent efficiency of the Farm - but you need to check how many fields one Farm can serve.
   - Different classes of fields require the farm units to spend more or less time there (to seed, harvest, herd, etc…) and because of that, the farm may be unable to serve all of the fields you built for it in time.
   - For now, you do not need to care about these issues a lot since you haven't built any fields. Let's change that!
   - ''
-  - [BoldLabel, '임무: 최소 하나 이상의 목초지를 건설하고, 좋아 한다면 감자밭도 추가.']
+  - [BoldLabel, 'Task: Build at least one Pasture in the Farm''s range and add Potato Fields if you like.']
   - - Gallery
     - [content/gui/icons/buildmenu/018.png, content/gui/icons/buildmenu/019.png]
 
@@ -318,12 +324,12 @@ logbook-data: # contains all logbook messages. Invoke &ANCHOR with {type: logboo
   - [Headline, '새로운 임무: 저장소 건설']
   - [Image, content/gui/images/background/hr.png]
   - 최근에 나무꾼을 본적 있습니까?
-  - Since your warehouse does not have unlimited space to store goods, collectors will stop fetching goods from companies when stock is full.
+  - Since your Warehouse does not have unlimited space to store goods, collectors will stop fetching goods from companies when stock is full.
   - So if no sailors recently wanted to upgrade their tents, you probably have a lot of boards and in that case, the lumberjack may idle.
   - We can improve this situation in two different ways, and we will have a look at both of them below.
   - 'All companies offer to do no work at all.
 
-    This may sound strange, but click on the gear wheel you see in a lumberjack hut''s overview.'
+    This may sound strange, but click on the gear wheel you see in the Lumberjack Hut''s overview.'
   - If this 'break' mode is enabled (we call it 'Decommissioning'), the running costs you pay for the building will decrease. They won't be zero, but still lower than if you keep the company producing.
   - - Gallery
     - [content/gui/icons/templates/production/toggle_inactive_h.png]
@@ -331,26 +337,26 @@ logbook-data: # contains all logbook messages. Invoke &ANCHOR with {type: logboo
   - '
 
     This means that you can save money when you temporarily do not need a company and do not want to tear it down, either.'
-  - 'Another solution is to build the last tier-I building which has not been mentioned so far: the storage tent.'
+  - 'Another solution is to build the last tier-I building which has not been mentioned so far: the Storage Tent.'
   - 'This building has two purposes. It:
 
     * Offers more storage for your goods, and
 
-    * sends its own collectors to fetch goods, just like the warehouse does.'
-  - Note that companies can also be connected to a storage in order to get their products collected, and if the warehouse is overwhelmed with collector tasks, you can place a storage tent to help out there.
+    * sends its own collectors to fetch goods, just like the Warehouse does.'
+  - Note that companies can also be connected to a storage in order to get their products collected, and if the Warehouse is overwhelmed with collector tasks, you can place a Storage Tent to help out there.
   - ''
-  - [BoldLabel, '임무: 가급적이면 수집자를 필요로 하는곳에 장소 천막을 건설.']
+  - [BoldLabel, 'Task: Build a Storage Tent, preferably where you need collectors.']
   - - Gallery
     - [content/gui/icons/buildmenu/002.png]
 
 - &WEAVER
-  - [Message, 어떻게든 농장의 양털을 생산할 수 있도록 방직소를 건설하세요.]
+  - [Message, Build a Weaver's Hut that can somehow reach the wool of your Farm.]
   - [Headline, '새로운 임무: 방직소를 건설']
   - [Image, content/gui/images/background/hr.png]
   - Now the wool production is set up, you still need a weaver to produce cloth out of this wool.
-  - There are two spots where you can build it - either close to the farm or close to a Storage Tent (or the warehouse).
-  - In both cases you should ensure the connection to a trail as well.
-  - You can place the weaver close to the farm and tear down any trail to the farm to see that it will still fetch the wool and produce.
+  - The Weaver's Hut is the place where the weaver lives. There are two spots where you can build it - either close to the Farm or close to a Storage Tent (or the Warehouse).
+  - In both cases you should ensure the connection to a Trail as well.
+  - You can place the Weaver's Hut close to the Farm and tear down any Trail to the Farm to see that it will still fetch the wool and produce.
   - ''
   - [BoldLabel, '임무: 양털을 얻을수있는 위치에 방직소를 건설.']
   - - Gallery
@@ -362,7 +368,7 @@ logbook-data: # contains all logbook messages. Invoke &ANCHOR with {type: logboo
   - [Image, content/gui/images/background/hr.png]
   - Try to house a total of 50 or more inhabitants in your city by providing more residential buildings.
   - Once you are able to keep an economy running which can satisfy this amount of consumers, you are ready to discover new Unknown Horizons!
-  - You also need enough money to keep this economy running, so a positive balance (check in the warehouse tab 'Account') is required.
+  - You also need enough money to keep this economy running, so a positive balance (check in the Warehouse tab 'Account') is required.
   - ''
   - [BoldLabel, '임무: 이 자습서를 완료하려면 50명의 주민들과 보유금이 흑자가 되어야함.']
   - - Gallery
@@ -655,4 +661,4 @@ metadata:
   locale: ko
   mapfile: development.sqlite
   original: content/scenarios/tutorial_en.yaml
-  translation_status: 144 translated messages, 1 fuzzy translation, 41 untranslated messages.
+  translation_status: 101 translated messages, 51 fuzzy translations, 36 untranslated messages.
diff --git a/content/scenarios/tutorial_nb.yaml b/content/scenarios/tutorial_nb.yaml
index 4a5d706..add3de6 100644
--- a/content/scenarios/tutorial_nb.yaml
+++ b/content/scenarios/tutorial_nb.yaml
@@ -25,7 +25,7 @@ logbook-data: # contains all logbook messages. Invoke &ANCHOR with {type: logboo
 
     '
   - Dette er din loggbok, der viktig informasjon om det gjeldende scenariet er lagret. Et sammendrag av hver ny aktivitet vises også som en "meldingsknapp" nær den venstre kanten av skjermen. Du kan holde musen over disse meldingene til å lese sammendraget eller klikke på selve knappen for å åpne loggboken.
-  - You can also re-open the Journal at any time by clicking the button below the mini-map, at the top right of your screen. From now on, we'll refer to this area containing the mini-map, various buttons and tabs as the 'Overview'.
+  - Du kan også åpne journalen på nytt når som helst ved å klikke på knappen under mini-kartet, i øvre høyre hjørne av skjermen din.  Fra nå av vil vi referere til dette område som inneholder mini-kartet, forskjellige knapper og faner som «Oversikten».
   - - Gallery
     - [content/gui/icons/widgets/minimap/captainslog.png]
   - '
@@ -53,22 +53,22 @@ logbook-data: # contains all logbook messages. Invoke &ANCHOR with {type: logboo
   - Når du klikker på denne knappen vil en forhåndsvisning av varehuset dukke opp.  Dette er den første byningen som kreves for å opprette en bosetning.  Mens du flytter muspekeren rundt vil du legge merke til at forhåndsvisningen blir farget rød når bygningen er i et område det ikke kan plasseres.
   - Varehuset må plasseres ved kysten for å la båter legge til kai.  Du bør finne en god plassering før du venstreklikker for å plassere denne viktige bygningen.
   - ''
-  - [BoldLabel, 'Task: Build a Warehouse on the coast.']
+  - [BoldLabel, 'Oppgave: Bygg et varehus ved kysten.']
 
 - &LUMBERJACK
-  - [Message, Build a Lumberjack's Tent and connect it to the Warehouse.]
-  - [Headline, 'NEW TASK: BUILD A LUMBERJACKS TENT']
+  - [Message, Bygg et tømmerhuggertelt og koble det til varehuset.]
+  - [Headline, 'NY OPPGAVE: BYGG TØMMERHUGGERTELT']
   - [Image, content/gui/images/background/hr.png]
-  - The supplies and construction materials have been unloaded from your ship and safely stored in your new Warehouse. Now it's time to construct some basic buildings, beginning with a Lumberjack's Tent.
-  - Lumberjacks will fell trees from the woodland around their tent and process the timber to produce boards, for use in construction or as a trade resource.
-  - To build a Lumberjack's Tent, open the Build Menu by clicking the button below the mini map or pressing 'B', the default hotkey.
+  - Forsyningene og konstruksjonsmaterialer er lastet ut av skipet ditt og trygt lagret i ditt nye varehus.  Nå er det på tide å konstruere noen grunnleggende bygninger, aller først et tømmerhuggertelt.
+  - Tømmerhuggere vil kutte ned trær fra skogområdene rundt teltene sine og gjøre tømmeret om til bord, som kan brukes i konstruksjon eller som en handelsvare.
+  - For å bygge et tømmerhuggertelt, åpne bygge-menyen ved å klippe på knappen under mini-kartet eller trykk 'B', som er den vanlige hurtigtasten.
   - - Gallery
     - [content/gui/icons/widgets/minimap/build.png]
-  - The Build Menu is sorted by tiers and, as yours is a new settlement, First Tier buildings are the only ones available to you; as your civilization advances, you will obtain access to higher tiers and be able to construct a much wider range of buildings.
+  - Byggemenyen er sortert i nivåkategorier, og ettersom ditt er en ny bosetning, så er førstenivås bygninger de eneste som er tilgjengelig for deg.  Etter hvert som sivilisasjonen din utvikler seg vil du få tilgang til høyere nivåer og bli i stand til å konstruere mange flere ulike bygninger.
   - [Pagebreak]
   - ''
-  - Find a nice wooded area for our Lumberjack to work then select 'Lumberjack's Tent' from the list of buildings in the Overview and place the building.
-  - Later in the game you might want to create woodland by planting trees, but since that costs money, you should use what nature has provided for the time being!
+  - Finn et fint skogområde der vår tømmerhugger kan jobbe og velg deretter «Tømmerhuggertelt» fra listen over bygninger i oversikten og plasser bygningen.
+  - Senere i spillet kan det hende du vil lage skogområder ved å plante trær, men siden dette koster penger bør du foreløpig bruke det naturen tilbyr!
   - Any resource-gathering or production building needs a path connecting it to a Warehouse or other form of storage, otherwise the goods it produces will not be collected.
   - So, once your Lumberjack's Tent is in position, connect it to your Warehouse by opening the Build Menu then clicking the 'Path' button. You can now click and drag with the mouse to draw the route of your path between the Lumberjack's Tent and the Warehouse.
   - ''
@@ -382,7 +382,7 @@ logbook-data: # contains all logbook messages. Invoke &ANCHOR with {type: logboo
   - Our forums are open to you as well!
   - The best results until now were achieved by joining our IRC channel, so you could try that out first (-;
   - [Pagebreak]
-  - [Headline, Thanks!]
+  - [Headline, Tusen takk!]
   - [Image, content/gui/images/background/hr.png]
   - '
 
@@ -390,10 +390,10 @@ logbook-data: # contains all logbook messages. Invoke &ANCHOR with {type: logboo
 
 
 
-    Thanks for playing the tutorial!
+    Takk for at du spilte introduksjonen!
 
 
-    Your UH-Team'
+    Ditt UH-lag'
   - - Gallery
     - [content/packages/unknown-horizons.xpm, content/gfx/misc/status_icons/as_book_flip/idle/45/003.png]
 
@@ -657,4 +657,4 @@ metadata:
   locale: nb
   mapfile: development.sqlite
   original: content/scenarios/tutorial_en.yaml
-  translation_status: 15 translated messages, 173 untranslated messages.
+  translation_status: 27 translated messages, 161 untranslated messages.
diff --git a/content/scenarios/tutorial_zh_CN.yaml b/content/scenarios/tutorial_zh_CN.yaml
index 91c9d8c..144bd14 100644
--- a/content/scenarios/tutorial_zh_CN.yaml
+++ b/content/scenarios/tutorial_zh_CN.yaml
@@ -41,7 +41,7 @@ logbook-data: # contains all logbook messages. Invoke &ANCHOR with {type: logboo
 
     Visit www.unknown-horizons.org to find out how to contact the team.'
   - ''
-  - And now, let's start the game!
+  - 现在,让我们开始游戏吧!
   - [Pagebreak]
   - [Headline, 'NEW TASK: CREATE A SETTLEMENT']
   - [Image, content/gui/images/background/hr.png]
@@ -78,15 +78,15 @@ logbook-data: # contains all logbook messages. Invoke &ANCHOR with {type: logboo
     - [content/gui/icons/buildmenu/008.png, content/gui/icons/buildmenu/015.png, content/gui/icons/resources/32/004.png]
 
 - &FOOD
-  - [Message, Build a Hunter and a Fisher. Connect them to the Warehouse.]
+  - [Message, Build a Hunter's Tent and a Fisherman's Tent. Connect them to the Warehouse.]
   - [Headline, 'NEW TASK: FOOD SUPPLY']
   - [Image, content/gui/images/background/hr.png]
   - You will need to have some food-producing companies too, because people in general (and especially sailors) are very hungry.
-  - Available companies in the first tier are the Hunter and Fisher.
-  - The Hunter hunts animals in the forest, thus needs trees nearby.
-  - Note that you can place your Hunter close to the lumberjack's forest.
+  - Available companies in the first tier are the Hunter's Tent and Fisherman's Tent.
+  - The hunter hunts animals in the forest, thus needs trees nearby.
+  - Note that you can place your Hunter's Tent close to the lumberjack's forest.
   - It can happen that the animals don't reproduce fast enough or simply hide well.
-  - 'Conclusion: the Hunter is not too reliable if you need continuous supply.'
+  - 'Conclusion: the Hunter''s Tent is not too reliable if you need continuous supply.'
   - [Pagebreak]
   - '
 
@@ -95,8 +95,8 @@ logbook-data: # contains all logbook messages. Invoke &ANCHOR with {type: logboo
   - This is a very constant supply at the cost of a slightly longer production time per unit of food.
   - A small settlement like yours can use both companies, and you can better balance pros and cons if you see the direct comparison.
   - ''
-  - [BoldLabel, 'Task: Build a Hunter and a Fisher.']
-  - Don't forget to connect them to your Warehouse with trails!
+  - [BoldLabel, 'Task: Build a Hunter''s Tent and a Fisherman''s Tent.']
+  - Don't forget to connect them to your Warehouse with Trails!
   - - Gallery
     - [content/gui/icons/buildmenu/011_h.png, content/gui/icons/buildmenu/009_h.png, content/gui/icons/resources/32/005.png]
 
@@ -105,8 +105,8 @@ logbook-data: # contains all logbook messages. Invoke &ANCHOR with {type: logboo
   - [Headline, 'NEW TASK: MAIN SQUARE']
   - [Image, content/gui/images/background/hr.png]
   - Your residents need a main square where they can fetch their goods from.
-  - This means that they need a trail connection from their home to the Main Square. Note that the Main Square acts as trail as well, therefore adjacent tents do not need a separate trail.
-  - All goods in your Warehouse are available at this 'market place', so your residents do not need to walk to the Fisher or even to the Warehouse.
+  - This means that they need a trail connection from their home to the Main Square. Note that the Main Square acts as trail as well, therefore adjacent Tents do not need a separate Trail.
+  - All goods in your Warehouse are available at this 'market place', so your residents do not need to walk to the Fisherman's Tent or even to the Warehouse.
   - - Gallery
     - [content/gui/icons/buildmenu/004_h.png]
   - You should avoid placing your main settlement tents too close to your lumberjacks because building tents will clear away the trees that your lumberjack needs to produce boards.
@@ -168,7 +168,7 @@ logbook-data: # contains all logbook messages. Invoke &ANCHOR with {type: logboo
   - Can you see the ship passing your island from time to time? That ship belongs to the Free Trader, one of the first settlers in this archipelago.
   - The trader will supply your settlement with necessary goods which you can't produce yet.
   - You can also sell surpluses of your production, but in general consuming them (by building more Tents) instead of selling them yields more profit.
-  - Normally the trader ships just sail around and look for deals, but you can speed things up a bit.
+  - Normally the trader just sails around and looks for deals, but you can speed things up a bit.
   - - Gallery
     - [content/gui/icons/buildmenu/006_h.png]
   - For this purpose, build a Signal Fire at the coast near your Warehouse. It will show ships the way to your settlement.
@@ -176,7 +176,7 @@ logbook-data: # contains all logbook messages. Invoke &ANCHOR with {type: logboo
   - [Pagebreak]
   - '
 
-    After this little advertisment, the trader will also stop by and look into your Warehouse if it planned to sail past it.'
+    After this little advertisement, the trader will also stop by and look into your Warehouse, even if he had planned to sail past it.'
   - You can propose deals via the Warehouse tab "Buy/Sell".
   - - Gallery
     - [content/gui/icons/tabwidget/warehouse/buysell_a.png]
@@ -225,7 +225,7 @@ logbook-data: # contains all logbook messages. Invoke &ANCHOR with {type: logboo
   - You now provide housing, a main square and food to your inhabitants.
   - 'Still there is one demand which we have not satisfied so far (you may check that by clicking on any Tent): your sailors want a basic building where they can pray.'
   - The solution is a Pavilion which the village parson quickly puts up as shelter from the sun.
-  - Service buildings like this also need to be connected to the Tents with a trail, else your inhabitants feel unable to reach them.
+  - Service buildings like this also need to be connected to the Tents with a Trail, else your inhabitants feel unable to reach them.
   - [Pagebreak]
   - '
 
@@ -234,11 +234,11 @@ logbook-data: # contains all logbook messages. Invoke &ANCHOR with {type: logboo
   - After some time, they will have consumed it and then again look for a producer to collect more faith.
   - 'Important:
 
-    It is NOT enough that the building is merely within a certain range of the tents.
+    It is NOT enough that the building is merely within a certain range of the Tents.
 
     The road connection is required as well.'
   - ''
-  - [BoldLabel, 'Task: Build a Pavilion with a trail to the Tents in order to fulfill your sailors'' demand for faith.']
+  - [BoldLabel, 'Task: Build a Pavilion with a Trail to the Tents in order to fulfill your sailors'' demand for faith.']
   - - Gallery
     - [content/gui/icons/buildmenu/005.png]
 
@@ -246,7 +246,7 @@ logbook-data: # contains all logbook messages. Invoke &ANCHOR with {type: logboo
   - [Message, Set the tax level to Low (left end) and wait for your sailors to upgrade.]
   - [Headline, 'NEW TASK: NEXT TIER']
   - [Image, content/gui/images/background/hr.png]
-  - All demands are fulfilled now if your inhabitants can regularly visit the Main Square & Pavilion and your food supply is adequate.
+  - All demands are fulfilled now if your inhabitants can regularly visit the Main Square and the Pavilion and your food supply is adequate.
   - If the sailors are happy enough, they want to advance to the next tier called Pioneers.
   - To make them happy, there is nothing else for you to do but setting taxes to a lower level since you have fulfilled all the demands of your inhabitants.
   - You should try to not always run on low taxes since this will probably lead to bankruptcy sooner or later. For a period of time and if you know what you are doing, it is fine though.
@@ -298,20 +298,20 @@ logbook-data: # contains all logbook messages. Invoke &ANCHOR with {type: logboo
 
     * Pasture: Sheep live here, producing lamb wool.
 
-    * Potato field: Grows potatoes which are currently treated as food.
+    * Potato Field: Grows potatoes which are currently treated as food.
 
-    * Sugar field: Grows sugar which is used to distill liquor and (later) produce confectionery.'
+    * Sugar Field: Grows sugar which is used to distill liquor and (later) produce confectionery.'
   - We now only need pastures, but in case your food supply chain is too small (maybe many residential buildings) you can also produce some potatoes.
-  - Note that for potatoes you will need a road connection to the farm (not to the field!) as it will be the only company to work on the goods.
+  - Note that for potatoes you will need a road connection to the Farm (not to the field!), as it will be the only company to work on the goods.
   - [Pagebreak]
   - '
 
-    Make sure that all fields you build are in the area covered by the farm.'
-  - You can have combined production - one pasture will not lead to 100 percent efficiency of the farm - but you need to check how many fields one farm can serve.
+    Make sure that all fields you build are in the area covered by the Farm.'
+  - You can have combined production - one pasture will not lead to 100 percent efficiency of the Farm - but you need to check how many fields one Farm can serve.
   - Different classes of fields require the farm units to spend more or less time there (to seed, harvest, herd, etc…) and because of that, the farm may be unable to serve all of the fields you built for it in time.
   - For now, you do not need to care about these issues a lot since you haven't built any fields. Let's change that!
   - ''
-  - [BoldLabel, 'Task: Build at least one pasture in the farm''s range and add potato fields if you like.']
+  - [BoldLabel, 'Task: Build at least one Pasture in the Farm''s range and add Potato Fields if you like.']
   - - Gallery
     - [content/gui/icons/buildmenu/018.png, content/gui/icons/buildmenu/019.png]
 
@@ -351,8 +351,8 @@ logbook-data: # contains all logbook messages. Invoke &ANCHOR with {type: logboo
   - [Image, content/gui/images/background/hr.png]
   - Now the wool production is set up, you still need a weaver to produce cloth out of this wool.
   - The Weaver's Hut is the place where the weaver lives. There are two spots where you can build it - either close to the Farm or close to a Storage Tent (or the Warehouse).
-  - In both cases you should ensure the connection to a trail as well.
-  - You can place the Weaver's Hut close to the Farm and tear down any trail to the Farm to see that it will still fetch the wool and produce.
+  - In both cases you should ensure the connection to a Trail as well.
+  - You can place the Weaver's Hut close to the Farm and tear down any Trail to the Farm to see that it will still fetch the wool and produce.
   - ''
   - [BoldLabel, 'Task: Build a Weaver''s Hut positioned so it can get wool.']
   - - Gallery
@@ -657,4 +657,4 @@ metadata:
   locale: zh_CN
   mapfile: development.sqlite
   original: content/scenarios/tutorial_en.yaml
-  translation_status: 4 translated messages, 184 untranslated messages.
+  translation_status: 5 translated messages, 183 untranslated messages.
diff --git a/development/create_release_tarball.sh b/development/create_release_tarball.sh
index 91dde61..49b90a0 100755
--- a/development/create_release_tarball.sh
+++ b/development/create_release_tarball.sh
@@ -1,6 +1,6 @@
 #!/bin/bash
 
-RELEASE_VERSION=2013.3
+RELEASE_VERSION=2017.2
 
 BUILD_DIR="../../build/build_$(date +%Y%m%d%H%M)/unknown-horizons"
 echo "Creating build folder: $BUILD_DIR"
diff --git a/development/generate_credits.py b/development/generate_credits.py
index c871cde..e09fb9f 100755
--- a/development/generate_credits.py
+++ b/development/generate_credits.py
@@ -28,7 +28,7 @@ section_widgets = {s: 'credits_' + s.lower() for s in sections}
 section_widgets.update({'UH-Team-2016/2017': 'credits_team_2016','UH-Team-2015': 'credits_team_2015', 'Special Thanks': 'credits_thanks'})
 
 # Whether to add ScrollAreas around the page
-huge_pages = ['UH-Team_2016', 'UH-Team_2015', 'Patchers', 'Translators']
+huge_pages = ['UH-Team-2016/2017', 'UH-Team-2015', 'Patchers', 'Translators']
 
 INPUT = 'doc/AUTHORS.md'
 OUTPUT = 'content/gui/xml/mainmenu/credits.xml'
diff --git a/doc/AUTHORS.md b/doc/AUTHORS.md
index 4202e0e..b4d476b 100644
--- a/doc/AUTHORS.md
+++ b/doc/AUTHORS.md
@@ -18,6 +18,9 @@
 #### Windows Installer
 * jakoch (Jens A. Koch)
 
+#### Web Coder
+* dwayne1988 (Dwayne Thorp)
+
 - - - - -
 
 ## UH-Team-2015 ##
diff --git a/doc/CHANGELOG.md b/doc/CHANGELOG.md
index 543efa4..e3a3199 100644
--- a/doc/CHANGELOG.md
+++ b/doc/CHANGELOG.md
@@ -3,6 +3,7 @@ CHANGELOG Unknown Horizons
 
 | Release | Current savegame revision |
 |---|---|
+| 2017.2 | 76 |
 | 2017.1 | 76 |
 | 2015.1 | 75 |
 | 2014.1 | 74 |
@@ -19,6 +20,23 @@ CHANGELOG Unknown Horizons
 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
 
+2017-02-07: Milestone 2017.2
+----------------------------
+changelog date: 28th Jan 2017
+
+### Codebase
+
+Bug fixes:
+ - Load slider settings as int in random map menu
+ - Fix random SP map re-generation triggering
+ - #2416 Cursor isn't changed back to normal when TextWidget is hidden
+ - #2606 cacaofield bm icon have wrong grey icon
+ - Fix small `get_res_icon_path()` widget leak
+ 
+Changes for Engine update:
+ - Adapt loading of animations to current fife interface
+ - Don't set an ActionFrame on animations
+ 
 2017-01-16: Milestone 2017.1
 ----------------------------
 changelog date: 16th Jan 2017
diff --git a/horizons/component/coloroverlaycomponent.py b/horizons/component/coloroverlaycomponent.py
index 993f7fa..7275ebb 100644
--- a/horizons/component/coloroverlaycomponent.py
+++ b/horizons/component/coloroverlaycomponent.py
@@ -155,18 +155,23 @@ class ColorOverlayComponent(Component):
 				overlay_name, self.instance, self.identifier)
 			return
 
+		animationmanager = horizons.globals.fife.animationmanager
 		self.current_overlays[z_order] = overlay_set
 		for rotation, frames in overlay_set.iteritems():
-			ov_anim = fife.Animation.createAnimation()
-			for frame_img, frame_data in frames.iteritems():
-				try:
-					frame_length = frame_data[0]
-				except TypeError:
-					# not using atlases
-					frame_length = frame_data
-				pic = horizons.globals.fife.animationloader.load_image(frame_img, self.action_set, overlay_name, rotation)
-				frame_milliseconds = int(frame_length * 1000)
-				ov_anim.addFrame(pic, frame_milliseconds)
+			id = '{}+{}'.format(self.identifier, rotation)
+			if animationmanager.exists(id):
+				ov_anim = animationmanager.getPtr(id)
+			else:
+				ov_anim = animationmanager.create(id)
+				for frame_img, frame_data in frames.iteritems():
+					try:
+						frame_length = frame_data[0]
+					except TypeError:
+						# not using atlases
+						frame_length = frame_data
+					pic = horizons.globals.fife.animationloader.load_image(frame_img, self.action_set, overlay_name, rotation)
+					frame_milliseconds = int(frame_length * 1000)
+					ov_anim.addFrame(pic, frame_milliseconds)
 			overlay = fife.OverlayColors(ov_anim)
 			self.fife_instance.addColorOverlay(self.identifier, rotation, z_order, overlay)
 
diff --git a/horizons/component/inventoryoverlaycomponent.py b/horizons/component/inventoryoverlaycomponent.py
index 89f73ba..82ac8bf 100644
--- a/horizons/component/inventoryoverlaycomponent.py
+++ b/horizons/component/inventoryoverlaycomponent.py
@@ -22,8 +22,6 @@
 import logging
 from collections import defaultdict
 
-from fife import fife
-
 import horizons.globals
 from horizons.component import Component
 from horizons.messaging import InstanceInventoryUpdated
@@ -75,17 +73,22 @@ class InventoryOverlayComponent(Component):
 			# parameter True: also convert color overlays attached to base frame(s) into animation
 			self.fife_instance.convertToOverlays(self.identifier, True)
 
+		animationmanager = horizons.globals.fife.animationmanager
 		for rotation, frames in overlay_set.iteritems():
-			ov_anim = fife.Animation.createAnimation()
-			for frame_img, frame_data in frames.iteritems():
-				try:
-					frame_length = frame_data[0]
-				except TypeError:
-					# not using atlases
-					frame_length = frame_data
-				pic = horizons.globals.fife.imagemanager.load(frame_img)
-				frame_milliseconds = int(frame_length * 1000)
-				ov_anim.addFrame(pic, frame_milliseconds)
+			id = '{}+{}'.format(self.identifier, rotation)
+			if animationmanager.exists(id):
+				ov_anim = animationmanager.getPtr(id)
+			else:
+				ov_anim = animationmanager.create(id)
+				for frame_img, frame_data in frames.iteritems():
+					try:
+						frame_length = frame_data[0]
+					except TypeError:
+						# not using atlases
+						frame_length = frame_data
+					pic = horizons.globals.fife.imagemanager.load(frame_img)
+					frame_milliseconds = int(frame_length * 1000)
+					ov_anim.addFrame(pic, frame_milliseconds)
 			self.fife_instance.addAnimationOverlay(self.identifier, rotation, z_order, ov_anim)
 
 
diff --git a/horizons/constants.py b/horizons/constants.py
index e4ff556..5afd982 100644
--- a/horizons/constants.py
+++ b/horizons/constants.py
@@ -54,7 +54,7 @@ def get_git_version():
 		# Note that this uses glob patterns, not regular expressions.
 		TAG_STRUCTURE = "20[0-9][0-9].[0-9]*"
 		describe = [git, "describe", "--tags", "--match", TAG_STRUCTURE]
-		return subprocess.check_output(describe, cwd=uh_path)
+		return unicode(subprocess.check_output(describe, cwd=uh_path))
 	except (subprocess.CalledProcessError, RuntimeError):
 		pass
 
@@ -87,7 +87,7 @@ class VERSION:
 	RELEASE_VERSION = get_git_version()
 	# change for release:
 	IS_DEV_VERSION = True
-	#RELEASE_VERSION = u'2017.1'
+	#RELEASE_VERSION = u'2017.2'
 
 	REQUIRED_FIFE_MAJOR_VERSION = 0
 	REQUIRED_FIFE_MINOR_VERSION = 4
diff --git a/horizons/engine/engine.py b/horizons/engine/engine.py
index 29047ab..c470385 100644
--- a/horizons/engine/engine.py
+++ b/horizons/engine/engine.py
@@ -155,6 +155,7 @@ class Fife(object):
 		self.eventmanager = self.engine.getEventManager()
 		self.sound = Sound(self)
 		self.imagemanager = self.engine.getImageManager()
+		self.animationmanager = self.engine.getAnimationManager()
 		self.targetrenderer = self.engine.getTargetRenderer()
 		self.animationloader = None
 
diff --git a/horizons/engine/pychan_util.py b/horizons/engine/pychan_util.py
index cfebb3e..a2b4f8e 100644
--- a/horizons/engine/pychan_util.py
+++ b/horizons/engine/pychan_util.py
@@ -177,6 +177,9 @@ def setup_cursor_change_on_hover():
 			self.mapEvents({
 				self.name+'/mouseEntered/cursor' : set_cursor,
 				self.name+'/mouseExited/cursor' : unset_cursor,
+				# this changes the cursor if the widget is hidden while the
+				# cursor is still above the textfield
+				self.name+'/ancestorHidden/cursor': unset_cursor
 				})
 
 		def add_cursor_change_on_hover_init(func):
@@ -195,15 +198,6 @@ def setup_cursor_change_on_hover():
 	make_cursor_change_on_hover_class(RenameImageButton)
 
 
-	# TODO: if the widget is hidden while the cursor is above it,
-	# there is no exited event. A possible workaround would be to check
-	# in short intervals whether the widget is still visible, possible also
-	# whether the mouse is still above it (the later would be necessary in
-	# case another widget is drawn above the original widget)
-	# Since that would be quite ugly, it should only be done when consulting
-	# pychan-savvy people yields no success.
-
-
 def setup_trigger_signals_on_action():
 	"""Make sure that every widget sends a signal when an action event occurs"""
 	def make_action_trigger_a_signal(cls):
diff --git a/horizons/gui/modules/singleplayermenu.py b/horizons/gui/modules/singleplayermenu.py
index 1892d07..aa4542b 100644
--- a/horizons/gui/modules/singleplayermenu.py
+++ b/horizons/gui/modules/singleplayermenu.py
@@ -236,7 +236,7 @@ class RandomMapWidget(object):
 		)
 
 		for param, __, setting_name in parameters:
-			self._map_parameters[param] = horizons.globals.fife.get_uh_setting(setting_name)
+			self._map_parameters[param] = int(horizons.globals.fife.get_uh_setting(setting_name))
 
 		def make_on_change(param, text, setting_name):
 			# When a slider is changed, update the value displayed in the label, save the value
@@ -246,8 +246,8 @@ class RandomMapWidget(object):
 				self._gui.findChild(name=param + '_lbl').text = text + u' ' + unicode(int(slider.value))
 				horizons.globals.fife.set_uh_setting(setting_name, slider.value)
 				horizons.globals.fife.save_settings()
-				self._on_random_parameter_changed()
 				self._map_parameters[param] = int(slider.value)
+				self._on_random_parameter_changed()
 			return on_change
 
 		for param, text, setting_name in parameters:
diff --git a/horizons/gui/tabs/tabwidget.py b/horizons/gui/tabs/tabwidget.py
index c333374..26ce24d 100644
--- a/horizons/gui/tabs/tabwidget.py
+++ b/horizons/gui/tabs/tabwidget.py
@@ -72,8 +72,8 @@ class TabWidget(object):
 		for index, tab in enumerate(self._tabs):
 			# don't add a reference to the
 			tab.add_remove_listener(Callback(on_tab_removal, weakref.ref(self)))
-			container = Container(name="container_%s" % index)
-			background = Icon(name="bg_%s" % index)
+			container = Container(name="container_{}".format(index))
+			background = Icon(name="bg_{}".format(index))
 			button = ImageButton(name=str(index), size=(50, 50))
 			if self.current_tab is tab:
 				background.image = tab.button_background_image_active
@@ -105,13 +105,13 @@ class TabWidget(object):
 		if self.current_tab.is_visible():
 			self.current_tab.hide()
 		new_tab = self._tabs[number]
-		old_bg = self.content.findChild(name = "bg_%s" % self._tabs.index(self.current_tab))
+		old_bg = self.content.findChild(name = "bg_{}".format(self._tabs.index(self.current_tab)))
 		old_bg.image = self.current_tab.button_background_image
 		name = str(self._tabs.index(self.current_tab))
 		old_button = self.content.findChild(name=name)
 		old_button.path = self.current_tab.path
 
-		new_bg = self.content.findChild(name = "bg_%s" % number)
+		new_bg = self.content.findChild(name = "bg_{}".format(number))
 		new_bg.image = self.current_tab.button_background_image_active
 		new_button = self.content.findChild(name=str(number))
 		new_button.path = new_tab.path_active
diff --git a/horizons/gui/util.py b/horizons/gui/util.py
index a7c1358..2fb2796 100644
--- a/horizons/gui/util.py
+++ b/horizons/gui/util.py
@@ -125,7 +125,7 @@ def get_res_icon_path(res, size=32, greyscale=False, full_path=True):
 		icon_path = icon_path + '{res:03d}.png'.format(res=res)
 
 	try:
-		Icon(image=icon_path)
+		Icon(image=icon_path).hide()
 	except fife.NotFound: # ImageManager: image not found, use placeholder or die
 		if res == 'placeholder':
 			raise Exception('Image not found: {icon_path}'.format(icon_path=icon_path))
diff --git a/horizons/util/loaders/sqliteanimationloader.py b/horizons/util/loaders/sqliteanimationloader.py
index 8b16db5..2cd1ad5 100644
--- a/horizons/util/loaders/sqliteanimationloader.py
+++ b/horizons/util/loaders/sqliteanimationloader.py
@@ -19,8 +19,6 @@
 # 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
 # ###################################################
 
-from fife import fife
-
 import horizons.globals
 from horizons.util.loaders.actionsetloader import ActionSetLoader
 from horizons.util.loaders.tilesetloader import TileSetLoader
@@ -49,11 +47,16 @@ class SQLiteAnimationLoader(object):
 		actionset, action, rotation = id.split('+')
 		commands = zip(commands[0::2], commands[1::2])
 
+		animationmanager = horizons.globals.fife.animationmanager
+
+		# if we've loaded that animation before, we can finish early
+		if animationmanager.exists(id):
+			return animationmanager.getPtr(id)
+
 		# Set the correct loader based on the actionset
-		loader = None
 		loader = self._get_loader(actionset)
 
-		ani = fife.Animation.createAnimation()
+		ani = animationmanager.create(id)
 		frame_start, frame_end = 0.0, 0.0
 		for file in sorted(loader.get_sets()[actionset][action][int(rotation)].iterkeys()):
 			frame_end = loader.get_sets()[actionset][action][int(rotation)][file]
@@ -84,7 +87,9 @@ class SQLiteAnimationLoader(object):
 
 			ani.addFrame(img, max(1, int((float(frame_end) - frame_start)*1000)))
 			frame_start = float(frame_end)
-		ani.setActionFrame(0)
+		# currently unused. would trigger onInstanceActionFrame of
+		# fife.InstanceActionListener instance
+		ani.setActionFrame(-1)
 		return ani
 
 	def _get_loader(self, actionset):
diff --git a/horizons/util/loaders/sqliteatlasloader.py b/horizons/util/loaders/sqliteatlasloader.py
index b976310..6a03dae 100644
--- a/horizons/util/loaders/sqliteatlasloader.py
+++ b/horizons/util/loaders/sqliteatlasloader.py
@@ -72,12 +72,17 @@ class SQLiteAtlasLoader(object):
 		actionset, action, rotation = id.split('+')
 		commands = zip(commands[0::2], commands[1::2])
 
-		ani = fife.Animation.createAnimation()
+		animationmanager = horizons.globals.fife.animationmanager
+
+		# if we've loaded that animation before, we can finish early
+		if animationmanager.exists(id):
+			return animationmanager.getPtr(id)
+
+		ani = animationmanager.create(id)
 
 		# Set the correct loader based on the actionset
 		loader = self._get_loader(actionset)
 
-
 		frame_start, frame_end = 0.0, 0.0
 		for file in sorted(loader.get_sets()[actionset][action][int(rotation)].iterkeys()):
 			entry = loader.get_sets()[actionset][action][int(rotation)][file]
@@ -119,7 +124,9 @@ class SQLiteAtlasLoader(object):
 			frame_end = entry[0]
 			ani.addFrame(img, max(1, int((float(frame_end) - frame_start)*1000)))
 			frame_start = float(frame_end)
-		ani.setActionFrame(0)
+		# currently unused. would trigger onInstanceActionFrame of
+		# fife.InstanceActionListener instance
+		ani.setActionFrame(-1)
 		return ani
 
 	def _get_loader(self, actionset):
diff --git a/po/scenarios/et/tutorial.po b/po/scenarios/et/tutorial.po
index c87de12..39b35d5 100644
--- a/po/scenarios/et/tutorial.po
+++ b/po/scenarios/et/tutorial.po
@@ -7,16 +7,16 @@ msgstr ""
 "Project-Id-Version: PACKAGE VERSION\n"
 "Report-Msgid-Bugs-To: team at lists.unknown-horizons.org\n"
 "POT-Creation-Date: 2016-09-04 00:33+0200\n"
-"PO-Revision-Date: 2016-08-22 11:25+0000\n"
+"PO-Revision-Date: 2017-01-29 14:58+0000\n"
 "Last-Translator: Kristjan Räts <kristjanrats at gmail.com>\n"
-"Language-Team: Estonian <https://hosted.weblate.org/projects/uh/tutorial/et/"
-">\n"
+"Language-Team: Estonian <https://hosted.weblate.org/projects/uh/tutorial/et/>"
+"\n"
 "Language: et\n"
 "MIME-Version: 1.0\n"
 "Content-Type: text/plain; charset=UTF-8\n"
 "Content-Transfer-Encoding: 8bit\n"
 "Plural-Forms: nplurals=2; plural=n != 1;\n"
-"X-Generator: Weblate 2.8-dev\n"
+"X-Generator: Weblate 2.11-dev\n"
 
 #. scenario difficulty
 msgid "Tutorial"
@@ -250,11 +250,9 @@ msgstr ""
 "kauplemiseks."
 
 #. This message is displayed in the widget on the left screen part. Please keep it short enough to fit there!
-#, fuzzy
-#| msgid "Build a Hunter and a Fisher. Connect them to the Warehouse."
 msgid ""
 "Build a Hunter's Tent and a Fisherman's Tent. Connect them to the Warehouse."
-msgstr "Ehita jahimees ja kalur. Ühenda nad laohoonega."
+msgstr "Ehita jahimehe telk ja kaluri telk. Ühenda nad laohoonega."
 
 #. This is a logbook page heading. Space is VERY short, please only translate to strings that fit (roughly 30 characters max).
 msgid "NEW TASK: FOOD SUPPLY"
@@ -269,20 +267,16 @@ msgstr ""
 "üldiselt (ja meremehed eriti) väga näljased."
 
 #. This is the text body of a logbook page.
-#, fuzzy
-#| msgid "Available companies in the first tier are the Hunter and Fisher."
 msgid ""
 "Available companies in the first tier are the Hunter's Tent and Fisherman's "
 "Tent."
-msgstr "Esimesel tasemel on võimalik luua jahinduse ja kalurite kompaniisid."
+msgstr ""
+"Esimese taseme kompaniidest on võimalik luua jahimehe telk ja kaluri telk."
 
 #. This is the text body of a logbook page.
-#, fuzzy
-#| msgid "The Hunter hunts animals in the forest, thus needs trees nearby."
 msgid "The hunter hunts animals in the forest, thus needs trees nearby."
 msgstr ""
-"Jahimehed jahivad metsast ulukeid ning seetõttu peab nende lähedal olema "
-"puid."
+"Jahimees jahib metsast ulukeid ning seetõttu peab nende lähedal olema puid."
 
 #. This is the text body of a logbook page.
 #, fuzzy
diff --git a/po/scenarios/ko/The_Unknown.po b/po/scenarios/ko/The_Unknown.po
index 12c281b..0dbe5c2 100644
--- a/po/scenarios/ko/The_Unknown.po
+++ b/po/scenarios/ko/The_Unknown.po
@@ -8,35 +8,29 @@ msgstr ""
 "Project-Id-Version: Unknown Horizons d0fc091\n"
 "Report-Msgid-Bugs-To: team at lists.unknown-horizons.org\n"
 "POT-Creation-Date: 2016-08-25 19:10+0200\n"
-"PO-Revision-Date: 2013-07-13 20:39+0200\n"
+"PO-Revision-Date: 2017-02-04 15:12+0000\n"
 "Last-Translator: k ks <kmshts at naver.com>\n"
-"Language-Team: Korean <http://hosted.weblate.org/projects/uh/the-unknown/ko/"
-">\n"
+"Language-Team: Korean <https://hosted.weblate.org/projects/uh/the-"
+"unknown/ko/>\n"
 "Language: ko\n"
 "MIME-Version: 1.0\n"
 "Content-Type: text/plain; charset=UTF-8\n"
 "Content-Transfer-Encoding: 8bit\n"
 "Plural-Forms: nplurals=1; plural=0;\n"
-"X-Generator: Weblate 1.6-dev\n"
+"X-Generator: Weblate 2.11\n"
 
 #. scenario difficulty
 msgid "easy"
 msgstr "쉬움"
 
 #. scenario description
-#, fuzzy
-#| msgid ""
-#| "You are the captain of a ship under the flag of England in 1740. You and "
-#| "your crew were on the way to a colony of England in the pacific ocean.\n"
-#| "Everything went fine until you came into a storm…"
 msgid ""
 "You are the captain of a ship under the flag of England in 1740. You and "
 "your crew were on the way to a colony of England in the Pacific Ocean.\n"
 "Everything went fine until you came into a storm…"
 msgstr ""
-"당신은 1740년 영국령 함선의 선장입니다. 당신과 당신의 승무원은 태평양의 영국 "
-"식민지로 가는 길에 있습니다.\n"
-"폭풍으로 가기전까지 모든게 좋았습니다.…"
+"당신은 1740년 영국령 함선의 선장입니다. 당신과 당신의 승무원은 태평양에있는 영국 식민지로 가는 중입니다.\n"
+"폭풍우로 들어가기 전까지는 모든것이 좋았습니다…"
 
 #. This is a logbook page heading. Space is VERY short, please only translate to strings that fit (roughly 30 characters max).
 msgid "20th November 1740"
@@ -80,8 +74,8 @@ msgid ""
 "The port is built and a new hope arises. I am still worried about the next "
 "days… we are running out of food and lack basic building material."
 msgstr ""
-"항구는 건설되었고 새로운 희망이 시작합니다. 나는 여전히 내일을 걱정하고있습니"
-"다... 우리는 바닥난 음식과 부족한 기초 건축 자재로 운영중입니다."
+"항구가는 건설되었고 새로운 희망이 생겼습니다. 나는 아직도 내일을 걱정하고 있습니다... 우리는 음식과 기본 건축 자재가 부족한 "
+"상태입니다."
 
 #. This is the text body of a logbook page.
 msgid ""
@@ -132,16 +126,12 @@ msgstr ""
 "장 건설할 때입니다."
 
 #. This is the text body of a logbook page.
-#, fuzzy
-#| msgid ""
-#| "Task:\n"
-#| "Build a main square and at least 10 tents."
 msgid ""
 "Task:\n"
 "Build a Main Square and at least 10 Tents."
 msgstr ""
 "임무:\n"
-"주요 광장과 최소 10개이상의 천막을 건설하세요."
+"중앙 광장과 최소 10개 이상의 천막을 건설하십시오."
 
 #. This is a logbook page heading. Space is VERY short, please only translate to strings that fit (roughly 30 characters max).
 msgid "1st December 1740"
diff --git a/po/scenarios/ko/tutorial.po b/po/scenarios/ko/tutorial.po
index 48d8fcb..7a59681 100644
--- a/po/scenarios/ko/tutorial.po
+++ b/po/scenarios/ko/tutorial.po
@@ -8,7 +8,7 @@ msgstr ""
 "Project-Id-Version: Unknown Horizons fe13011\n"
 "Report-Msgid-Bugs-To: team at lists.unknown-horizons.org\n"
 "POT-Creation-Date: 2016-09-04 00:33+0200\n"
-"PO-Revision-Date: 2016-01-09 07:15+0000\n"
+"PO-Revision-Date: 2017-02-04 14:19+0000\n"
 "Last-Translator: k ks <kmshts at naver.com>\n"
 "Language-Team: Korean <https://hosted.weblate.org/projects/uh/tutorial/ko/>\n"
 "Language: ko\n"
@@ -16,7 +16,7 @@ msgstr ""
 "Content-Type: text/plain; charset=UTF-8\n"
 "Content-Transfer-Encoding: 8bit\n"
 "Plural-Forms: nplurals=1; plural=0;\n"
-"X-Generator: Weblate 2.5-dev\n"
+"X-Generator: Weblate 2.11\n"
 
 #. scenario difficulty
 msgid "Tutorial"
@@ -31,13 +31,9 @@ msgstr ""
 "정착지를 건설하고 게임플레이 방법을 배우세요!"
 
 #. This message is displayed in the widget on the left screen part. Please keep it short enough to fit there!
-#, fuzzy
-#| msgid ""
-#| "Build a warehouse on the coast to allow trade ships to visit your "
-#| "settlement."
 msgid ""
 "Build a Warehouse on the coast to allow trade ships to visit your settlement."
-msgstr "무역선이 정착지를 방문할 수 있도록 해안에 창고를 건설하세요."
+msgstr "무역선들이 정착지에 방문할 수 있도록 해안에 창고를 건설하세요."
 
 #. This is a logbook page heading. Space is VERY short, please only translate to strings that fit (roughly 30 characters max).
 msgid "Welcome to Unknown Horizons!"
@@ -51,6 +47,9 @@ msgid ""
 "these notifications to read the summary, or click the button itself to open "
 "the Journal."
 msgstr ""
+"이것은 현재 시나리오에 대한 중요한 정보가 저장되는 일기입니다.\n"
+"새로운 작업의 요약은 화면의 왼쪽 가장자리 근처에 '알림 버튼'으로 나타납니다.\n"
+"이러한 알림 위에 마우스를 올려 놓으면 요약을 읽을 수 있고, 버튼을 클릭하면 일기가 열립니다."
 
 #. This is the text body of a logbook page.
 msgid ""
@@ -59,6 +58,8 @@ msgid ""
 "this area containing the mini-map, various buttons and tabs as the "
 "'Overview'."
 msgstr ""
+"화면 오른쪽 상단의 미니 맵 아래에있는 버튼을 클릭하여 언제든지 저널을 다시 열 수도 있습니다. 이제부터는 작은 지도, 다양한 버튼, "
+"'개요' 탭에 포함 된이 영역을 참조 할 것입니다."
 
 #. This is the text body of a logbook page.
 msgid ""
@@ -76,6 +77,8 @@ msgid ""
 "If you have any suggestions about how this tutorial can be improved, or if "
 "you encounter any errors, please tell us."
 msgstr ""
+"\n"
+"이 자습서의 개선 방안이나 오류가 발생할 경우 우리에게 알려주십시오."
 
 #. This is the text body of a logbook page.
 msgid ""
@@ -97,7 +100,7 @@ msgstr "새로운 임무: 정착지 만들기"
 msgid ""
 "Your ship is at sea, loaded with the supplies you'll need to establish a new "
 "settlement."
-msgstr ""
+msgstr "배가 바다에있고, 새로운 정착촌을 세우는 데 필요한 공급품을 배에 적재 하십시오."
 
 #. This is the text body of a logbook page.
 msgid ""
@@ -119,12 +122,15 @@ msgid ""
 "you'll notice that the preview is shaded red when the building is in an "
 "unsuitable area."
 msgstr ""
+"이 버튼을 클릭하면 창고의 미리보기가 표시되고, 첫 건물은 새로운 정착지가 필요합니다. 커서를 움직이다보면 건물이 부적합한 지역에있을 때 "
+"미리보기가 빨간색으로 나타납니다."
 
 #. This is the text body of a logbook page.
 msgid ""
 "The Warehouse needs to be positioned on the coast to allow ships to dock. "
 "So, find a good location then left-click to place this important building."
 msgstr ""
+"창고는 배를 부두에 댈수있도록 해안에 위치해야합니다. 그래서 좋은 장소를 찾고, 왼쪽 버튼을 클릭하여 중요한 건물을 배치하십시오."
 
 #. This is the text body of a logbook page.
 msgid "Task: Build a Warehouse on the coast."
@@ -135,10 +141,8 @@ msgid "Build a Lumberjack's Tent and connect it to the Warehouse."
 msgstr "벌목꾼의 집을 건설하고, 창고와 연결하십시오."
 
 #. This is a logbook page heading. Space is VERY short, please only translate to strings that fit (roughly 30 characters max).
-#, fuzzy
-#| msgid "NEW TASK: BUILD A LUMBERJACK"
 msgid "NEW TASK: BUILD A LUMBERJACKS TENT"
-msgstr "새로운 임무 : 벌목꾼의 집을 건설"
+msgstr "새로운 임무: 벌목꾼의 천막을 건설하십시오"
 
 #. This is the text body of a logbook page.
 msgid ""
@@ -1298,8 +1302,6 @@ msgid ""
 msgstr ""
 
 #. This is the text body of a logbook page.
-#, fuzzy
-#| msgid "Task: Build a weaver positioned so it can get wool."
 msgid "Task: Build a Weaver's Hut positioned so it can get wool."
 msgstr "임무: 양털을 얻을수있는 위치에 방직소를 건설."
 
@@ -1328,10 +1330,11 @@ msgid ""
 msgstr ""
 
 #. This is the text body of a logbook page.
+#, fuzzy
 msgid ""
 "You also need enough money to keep this economy running, so a positive "
 "balance (check in the Warehouse tab 'Account') is required."
-msgstr ""
+msgstr "또한이 경제를 유지하기에 충분한 돈이 필요하므로 긍정적인 균형 (창고의 '계정'탭 에 체크인)이 필요합니다."
 
 #. This is the text body of a logbook page.
 msgid ""
diff --git a/po/scenarios/nb/tutorial.po b/po/scenarios/nb/tutorial.po
index 50962b5..614087e 100644
--- a/po/scenarios/nb/tutorial.po
+++ b/po/scenarios/nb/tutorial.po
@@ -8,7 +8,7 @@ msgstr ""
 "Project-Id-Version: Unknown Horizons 802a2c6\n"
 "Report-Msgid-Bugs-To: team at lists.unknown-horizons.org\n"
 "POT-Creation-Date: 2016-09-04 00:33+0200\n"
-"PO-Revision-Date: 2016-12-17 23:52+0000\n"
+"PO-Revision-Date: 2017-01-22 05:59+0000\n"
 "Last-Translator: Petter Reinholdtsen <pere-weblate at hungry.com>\n"
 "Language-Team: Norwegian Bokmål "
 "<https://hosted.weblate.org/projects/uh/tutorial/nb/>\n"
@@ -17,7 +17,7 @@ msgstr ""
 "Content-Type: text/plain; charset=UTF-8\n"
 "Content-Transfer-Encoding: 8bit\n"
 "Plural-Forms: nplurals=2; plural=n != 1;\n"
-"X-Generator: Weblate 2.10\n"
+"X-Generator: Weblate 2.11-dev\n"
 
 #. scenario difficulty
 msgid "Tutorial"
@@ -61,6 +61,10 @@ msgid ""
 "this area containing the mini-map, various buttons and tabs as the "
 "'Overview'."
 msgstr ""
+"Du kan også åpne journalen på nytt når som helst ved å klikke på knappen "
+"under mini-kartet, i øvre høyre hjørne av skjermen din.  Fra nå av vil vi "
+"referere til dette område som inneholder mini-kartet, forskjellige knapper "
+"og faner som «Oversikten»."
 
 #. This is the text body of a logbook page.
 msgid ""
@@ -145,15 +149,15 @@ msgstr ""
 
 #. This is the text body of a logbook page.
 msgid "Task: Build a Warehouse on the coast."
-msgstr ""
+msgstr "Oppgave: Bygg et varehus ved kysten."
 
 #. This message is displayed in the widget on the left screen part. Please keep it short enough to fit there!
 msgid "Build a Lumberjack's Tent and connect it to the Warehouse."
-msgstr ""
+msgstr "Bygg et tømmerhuggertelt og koble det til varehuset."
 
 #. This is a logbook page heading. Space is VERY short, please only translate to strings that fit (roughly 30 characters max).
 msgid "NEW TASK: BUILD A LUMBERJACKS TENT"
-msgstr ""
+msgstr "NY OPPGAVE: BYGG TØMMERHUGGERTELT"
 
 #. This is the text body of a logbook page.
 msgid ""
@@ -161,18 +165,26 @@ msgid ""
 "and safely stored in your new Warehouse. Now it's time to construct some "
 "basic buildings, beginning with a Lumberjack's Tent."
 msgstr ""
+"Forsyningene og konstruksjonsmaterialer er lastet ut av skipet ditt og trygt "
+"lagret i ditt nye varehus.  Nå er det på tide å konstruere noen "
+"grunnleggende bygninger, aller først et tømmerhuggertelt."
 
 #. This is the text body of a logbook page.
 msgid ""
 "Lumberjacks will fell trees from the woodland around their tent and process "
 "the timber to produce boards, for use in construction or as a trade resource."
 msgstr ""
+"Tømmerhuggere vil kutte ned trær fra skogområdene rundt teltene sine og "
+"gjøre tømmeret om til bord, som kan brukes i konstruksjon eller som en "
+"handelsvare."
 
 #. This is the text body of a logbook page.
 msgid ""
 "To build a Lumberjack's Tent, open the Build Menu by clicking the button "
 "below the mini map or pressing 'B', the default hotkey."
 msgstr ""
+"For å bygge et tømmerhuggertelt, åpne bygge-menyen ved å klippe på knappen "
+"under mini-kartet eller trykk 'B', som er den vanlige hurtigtasten."
 
 #. This is the text body of a logbook page.
 msgid ""
@@ -181,12 +193,19 @@ msgid ""
 "advances, you will obtain access to higher tiers and be able to construct a "
 "much wider range of buildings."
 msgstr ""
+"Byggemenyen er sortert i nivåkategorier, og ettersom ditt er en ny "
+"bosetning, så er førstenivås bygninger de eneste som er tilgjengelig for "
+"deg.  Etter hvert som sivilisasjonen din utvikler seg vil du få tilgang til "
+"høyere nivåer og bli i stand til å konstruere mange flere ulike bygninger."
 
 #. This is the text body of a logbook page.
 msgid ""
 "Find a nice wooded area for our Lumberjack to work then select 'Lumberjack's "
 "Tent' from the list of buildings in the Overview and place the building."
 msgstr ""
+"Finn et fint skogområde der vår tømmerhugger kan jobbe og velg deretter "
+"«Tømmerhuggertelt» fra listen over bygninger i oversikten og plasser "
+"bygningen."
 
 #. This is the text body of a logbook page.
 msgid ""
@@ -194,6 +213,8 @@ msgid ""
 "since that costs money, you should use what nature has provided for the time "
 "being!"
 msgstr ""
+"Senere i spillet kan det hende du vil lage skogområder ved å plante trær, "
+"men siden dette koster penger bør du foreløpig bruke det naturen tilbyr!"
 
 #. This is the text body of a logbook page.
 msgid ""
@@ -1094,7 +1115,7 @@ msgstr ""
 
 #. This is a logbook page heading. Space is VERY short, please only translate to strings that fit (roughly 30 characters max).
 msgid "Thanks!"
-msgstr ""
+msgstr "Tusen takk!"
 
 #. This is the text body of a logbook page.
 msgid ""
@@ -1107,3 +1128,11 @@ msgid ""
 "\n"
 "Your UH-Team"
 msgstr ""
+"\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"Takk for at du spilte introduksjonen!\n"
+"\n"
+"Ditt UH-lag"
diff --git a/po/scenarios/zh_CN/tutorial.po b/po/scenarios/zh_CN/tutorial.po
index 96a368d..4d0a2b6 100644
--- a/po/scenarios/zh_CN/tutorial.po
+++ b/po/scenarios/zh_CN/tutorial.po
@@ -8,16 +8,16 @@ msgstr ""
 "Project-Id-Version: Unknown Horizons 802a2c6\n"
 "Report-Msgid-Bugs-To: team at lists.unknown-horizons.org\n"
 "POT-Creation-Date: 2016-09-04 00:33+0200\n"
-"PO-Revision-Date: 2016-08-27 01:47+0000\n"
-"Last-Translator: Arm Coon <armcoon at gmail.com>\n"
-"Language-Team: Chinese (China) <https://hosted.weblate.org/projects/uh/"
-"tutorial/zh_CN/>\n"
+"PO-Revision-Date: 2017-01-27 17:52+0000\n"
+"Last-Translator: Thomas Kowaliczek <linuxdonald at posteo.de>\n"
+"Language-Team: Chinese (China) "
+"<https://hosted.weblate.org/projects/uh/tutorial/zh_CN/>\n"
 "Language: zh_CN\n"
 "MIME-Version: 1.0\n"
 "Content-Type: text/plain; charset=UTF-8\n"
 "Content-Transfer-Encoding: 8bit\n"
 "Plural-Forms: nplurals=1; plural=0;\n"
-"X-Generator: Weblate 2.8-dev\n"
+"X-Generator: Weblate 2.11-dev\n"
 
 #. scenario difficulty
 msgid "Tutorial"
@@ -79,7 +79,7 @@ msgstr ""
 
 #. This is the text body of a logbook page.
 msgid "And now, let's start the game!"
-msgstr ""
+msgstr "现在,让我们开始游戏吧!"
 
 #. This is a logbook page heading. Space is VERY short, please only translate to strings that fit (roughly 30 characters max).
 msgid "NEW TASK: CREATE A SETTLEMENT"
diff --git a/po/uh-server/de.po b/po/uh-server/de.po
index 491d97a..4490281 100644
--- a/po/uh-server/de.po
+++ b/po/uh-server/de.po
@@ -7,22 +7,22 @@ msgstr ""
 "Project-Id-Version: PACKAGE VERSION\n"
 "Report-Msgid-Bugs-To: team at unknown-horizons.org\n"
 "POT-Creation-Date: 2016-10-30 16:06+0100\n"
-"PO-Revision-Date: 2015-01-15 14:56+0200\n"
-"Last-Translator: darksider3 <darksider3 at live.de>\n"
-"Language-Team: German <https://hosted.weblate.org/projects/uh/uh-server/de/"
-">\n"
+"PO-Revision-Date: 2017-01-27 17:51+0000\n"
+"Last-Translator: Thomas Kowaliczek <linuxdonald at posteo.de>\n"
+"Language-Team: German <https://hosted.weblate.org/projects/uh/uh-server/de/>"
+"\n"
 "Language: de\n"
 "MIME-Version: 1.0\n"
 "Content-Type: text/plain; charset=UTF-8\n"
 "Content-Transfer-Encoding: 8bit\n"
 "Plural-Forms: nplurals=2; plural=n != 1;\n"
-"X-Generator: Weblate 2.2-dev\n"
+"X-Generator: Weblate 2.11-dev\n"
 
 #: horizons/network/server.py:249
 msgid "Old or unsupported multiplayer protocol. Please check your game version"
 msgstr ""
 "Veraltetes oder nicht unterstütztes Multiplayerprotokoll. Überprüft bitte "
-"Eure Spielversion"
+"Eure Spielversion."
 
 #: horizons/network/server.py:284
 msgid "You've exceeded the global packet size."
diff --git a/po/uh/de.po b/po/uh/de.po
index 438dc1d..aa9a352 100644
--- a/po/uh/de.po
+++ b/po/uh/de.po
@@ -7,8 +7,8 @@ msgstr ""
 "Project-Id-Version: PACKAGE VERSION\n"
 "Report-Msgid-Bugs-To: team at unknown-horizons.org\n"
 "POT-Creation-Date: 2017-01-01 17:43+0100\n"
-"PO-Revision-Date: 2016-12-28 14:12+0000\n"
-"Last-Translator: Thomas Kowaliczek <linuxdonald at posteo.de>\n"
+"PO-Revision-Date: 2017-01-20 22:43+0000\n"
+"Last-Translator: Daniel Heße <hesse.daniel93 at gmail.com>\n"
 "Language-Team: German <https://hosted.weblate.org/projects/uh/uh/de/>\n"
 "Language: de\n"
 "MIME-Version: 1.0\n"
@@ -37,7 +37,7 @@ msgid ""
 "Please give it to us via IRC or our forum, for both see http://unknown-"
 "horizons.org ."
 msgstr ""
-"Bitte lasst es uns über IRC oder unser Forum zukommen, beides findet Ihr "
+"Bitte lasst sie uns über IRC oder unser Forum zukommen, beides findet Ihr "
 "unter http://unknown-horizons.org ."
 
 #: run_uh.py:179
@@ -301,7 +301,7 @@ msgstr "Bau abbrechen:"
 #: content/gui/xml/ingame/tabwidget/barracks/barracks.xml:67
 #: content/gui/xml/ingame/tabwidget/boatbuilder/boatbuilder.xml:67
 msgid "(lose all resources)"
-msgstr "(Material ist verloren)"
+msgstr "(Material geht verloren)"
 
 #. abort construction of a groundunit, lose invested resources
 #. abort construction of a ship, lose invested resources
@@ -2726,10 +2726,8 @@ msgstr "Lehmmauer"
 
 #. tooltip_text of buildings:barrier
 #: horizons/i18n/objecttranslations.py:74
-#, fuzzy
-#| msgid "Provides education."
 msgid "Provides security."
-msgstr "Fördert die Bildung Eurer Untertanen."
+msgstr "Fördert die Sicherheit Eurer Untertanen."
 
 #. name of buildings:blender
 #: horizons/i18n/objecttranslations.py:79
diff --git a/po/uh/el.po b/po/uh/el.po
index 23fb04d..d8b721c 100644
--- a/po/uh/el.po
+++ b/po/uh/el.po
@@ -7,15 +7,15 @@ msgstr ""
 "Project-Id-Version: PACKAGE VERSION\n"
 "Report-Msgid-Bugs-To: team at unknown-horizons.org\n"
 "POT-Creation-Date: 2017-01-01 17:43+0100\n"
-"PO-Revision-Date: 2016-07-31 15:04+0000\n"
-"Last-Translator: Thomas Kowaliczek <linuxdonald at posteo.de>\n"
+"PO-Revision-Date: 2017-02-03 01:12+0000\n"
+"Last-Translator: George Photopoulos <george.photopoulos at gmail.com>\n"
 "Language-Team: Greek <https://hosted.weblate.org/projects/uh/uh/el/>\n"
 "Language: el\n"
 "MIME-Version: 1.0\n"
 "Content-Type: text/plain; charset=UTF-8\n"
 "Content-Transfer-Encoding: 8bit\n"
 "Plural-Forms: nplurals=2; plural=n != 1;\n"
-"X-Generator: Weblate 2.8-dev\n"
+"X-Generator: Weblate 2.11\n"
 
 #: run_uh.py:125
 msgid "Unknown Horizons has crashed."
@@ -145,22 +145,22 @@ msgstr "κάτοικοι"
 #: content/gui/xml/ingame/hud/minimap.xml:14
 #, python-brace-format
 msgid "Increase game speed ({key})"
-msgstr ""
+msgstr "Αύξηση ταχύτητας παιχνιδιού {key}"
 
 #: content/gui/xml/ingame/hud/minimap.xml:16
 #, python-brace-format
 msgid "Decrease game speed ({key})"
-msgstr ""
+msgstr "Μείωση ταχύτητας παιχνιδιού {key}"
 
 #: content/gui/xml/ingame/hud/minimap.xml:19
 #, python-brace-format
 msgid "Rotate map counterclockwise ({key})"
-msgstr ""
+msgstr "Περιστροφή χάρτη με τη φορά του ρολογιού {key}"
 
 #: content/gui/xml/ingame/hud/minimap.xml:21
 #, python-brace-format
 msgid "Rotate map clockwise ({key})"
-msgstr ""
+msgstr "Περιστροφή χάρτη αντίθετα από τη φορά του ρολογιού {key}"
 
 #: content/gui/xml/ingame/hud/minimap.xml:24
 #: content/gui/xml/mainmenu/hotkeys.xml:19
@@ -175,12 +175,12 @@ msgstr "σμικρυνση"
 #: content/gui/xml/ingame/hud/minimap.xml:39
 #, python-brace-format
 msgid "Destroy ({key})"
-msgstr ""
+msgstr "Καταστροφή {key}"
 
 #: content/gui/xml/ingame/hud/minimap.xml:41
 #, python-brace-format
 msgid "Captain's log ({key})"
-msgstr ""
+msgstr "Ημερολόγιο Καπετάνιου {key}"
 
 #: content/gui/xml/ingame/hud/minimap.xml:43
 #, python-brace-format
@@ -194,7 +194,7 @@ msgstr "Διπλωματία"
 #: content/gui/xml/ingame/hud/minimap.xml:47
 #, python-brace-format
 msgid "Game menu ({key})"
-msgstr ""
+msgstr "Μενού παιχνιδιού {key}"
 
 #: content/gui/xml/ingame/popups/change_name.xml:7
 msgid "Change name"
@@ -257,7 +257,7 @@ msgstr ""
 #: content/gui/xml/ingame/tabwidget/barracks/barracks.xml:29
 #: content/gui/xml/ingame/tabwidget/boatbuilder/boatbuilder.xml:29
 msgid "Currently building:"
-msgstr ""
+msgstr "Παράγεται τώρα:"
 
 #. Pauses the current groundunit production, can be resumed later
 #. Pauses the current ship production, can be resumed later
@@ -306,14 +306,14 @@ msgstr ""
 #: content/gui/xml/ingame/tabwidget/barracks/barracks.xml:70
 #: content/gui/xml/ingame/tabwidget/boatbuilder/boatbuilder.xml:70
 msgid "Cancel all building progress"
-msgstr ""
+msgstr "Ακύρωση παραγωγής"
 
 #: content/gui/xml/ingame/tabwidget/barracks/barracks_confirm.xml:8
 #: content/gui/xml/ingame/tabwidget/boatbuilder/boatbuilder_confirm.xml:8
 #: horizons/gui/tabs/barrackstabs.py:130
 #: horizons/gui/tabs/boatbuildertabs.py:342
 msgid "Confirm order"
-msgstr ""
+msgstr "Επιβεβαίωση εντολής"
 
 #: content/gui/xml/ingame/tabwidget/barracks/barracks_confirm.xml:14
 #: content/gui/xml/ingame/tabwidget/boatbuilder/boatbuilder_confirm.xml:14
@@ -336,24 +336,24 @@ msgstr ""
 #: content/gui/xml/ingame/tabwidget/barracks/barracks_confirm.xml:20
 #: content/gui/xml/ingame/tabwidget/boatbuilder/boatbuilder_confirm.xml:20
 msgid "24t"
-msgstr ""
+msgstr "24τν"
 
 #: content/gui/xml/ingame/tabwidget/barracks/barracks_confirm.xml:22
 #: content/gui/xml/ingame/tabwidget/boatbuilder/boatbuilder_confirm.xml:22
 msgid "14t"
-msgstr ""
+msgstr "14τν"
 
 #: content/gui/xml/ingame/tabwidget/barracks/barracks_confirm.xml:24
 #: content/gui/xml/ingame/tabwidget/barracks/barracks_confirm.xml:26
 #: content/gui/xml/ingame/tabwidget/boatbuilder/boatbuilder_confirm.xml:24
 #: content/gui/xml/ingame/tabwidget/boatbuilder/boatbuilder_confirm.xml:26
 msgid "06t"
-msgstr ""
+msgstr "06τν"
 
 #: content/gui/xml/ingame/tabwidget/barracks/barracks_confirm.xml:28
 #: content/gui/xml/ingame/tabwidget/boatbuilder/boatbuilder_confirm.xml:28
 msgid "2500"
-msgstr ""
+msgstr "2500"
 
 #: content/gui/xml/ingame/tabwidget/barracks/barracks_confirm.xml:34
 #: content/gui/xml/ingame/tabwidget/boatbuilder/boatbuilder_confirm.xml:34
diff --git a/po/uh/ko.po b/po/uh/ko.po
index be2a849..fc2acc3 100644
--- a/po/uh/ko.po
+++ b/po/uh/ko.po
@@ -7,7 +7,7 @@ msgstr ""
 "Project-Id-Version: PACKAGE VERSION\n"
 "Report-Msgid-Bugs-To: team at unknown-horizons.org\n"
 "POT-Creation-Date: 2017-01-01 17:43+0100\n"
-"PO-Revision-Date: 2016-07-31 15:05+0000\n"
+"PO-Revision-Date: 2017-02-04 11:41+0000\n"
 "Last-Translator: k ks <kmshts at naver.com>\n"
 "Language-Team: Korean <https://hosted.weblate.org/projects/uh/uh/ko/>\n"
 "Language: ko\n"
@@ -15,7 +15,7 @@ msgstr ""
 "Content-Type: text/plain; charset=UTF-8\n"
 "Content-Transfer-Encoding: 8bit\n"
 "Plural-Forms: nplurals=1; plural=0;\n"
-"X-Generator: Weblate 2.8-dev\n"
+"X-Generator: Weblate 2.11\n"
 
 #: run_uh.py:125
 msgid "Unknown Horizons has crashed."
@@ -236,16 +236,10 @@ msgid "Running costs"
 msgstr "운영 비용"
 
 #: content/gui/xml/ingame/tabwidget/barracks/barracks.xml:21
-#, fuzzy
-#| msgid ""
-#| "To build a boat, click on one of the class tabs, select the desired ship "
-#| "and confirm the order."
 msgid ""
 "To build a groundunit, click on one of the class tabs, select the desired "
 "groundunit and confirm the order."
-msgstr ""
-"선박을 건설하기 위해서, 계층 탭중 하나를 클릭하고, 원하는 배를 선택하고 주문"
-"을 확인하세요."
+msgstr "지상 건물을 건설하기 위해서, 계층 탭중 하나를 클릭하고, 원하는 지상 건물을 선택하고 명령을 확인하세요."
 
 #. Information about the groundunit currently under construction at the
 #. groundunit builder
@@ -314,10 +308,8 @@ msgstr "명령 확인"
 
 #: content/gui/xml/ingame/tabwidget/barracks/barracks_confirm.xml:14
 #: content/gui/xml/ingame/tabwidget/boatbuilder/boatbuilder_confirm.xml:14
-#, fuzzy
-#| msgid "Join the selected game"
 msgid "(like in the selection tabs)"
-msgstr "선택한 게임에 참여하기"
+msgstr "(선택 탭 처럼)"
 
 #: content/gui/xml/ingame/tabwidget/barracks/barracks_confirm.xml:19
 #: content/gui/xml/ingame/tabwidget/barracks/barracks_confirm.xml:21
@@ -330,93 +322,85 @@ msgstr "선택한 게임에 참여하기"
 #: content/gui/xml/ingame/tabwidget/boatbuilder/boatbuilder_confirm.xml:25
 #: content/gui/xml/ingame/tabwidget/boatbuilder/boatbuilder_confirm.xml:27
 msgid "$res"
-msgstr ""
+msgstr "$res"
 
 #: content/gui/xml/ingame/tabwidget/barracks/barracks_confirm.xml:20
 #: content/gui/xml/ingame/tabwidget/boatbuilder/boatbuilder_confirm.xml:20
 msgid "24t"
-msgstr ""
+msgstr "24t"
 
 #: content/gui/xml/ingame/tabwidget/barracks/barracks_confirm.xml:22
 #: content/gui/xml/ingame/tabwidget/boatbuilder/boatbuilder_confirm.xml:22
 msgid "14t"
-msgstr ""
+msgstr "14t"
 
 #: content/gui/xml/ingame/tabwidget/barracks/barracks_confirm.xml:24
 #: content/gui/xml/ingame/tabwidget/barracks/barracks_confirm.xml:26
 #: content/gui/xml/ingame/tabwidget/boatbuilder/boatbuilder_confirm.xml:24
 #: content/gui/xml/ingame/tabwidget/boatbuilder/boatbuilder_confirm.xml:26
 msgid "06t"
-msgstr ""
+msgstr "06t"
 
 #: content/gui/xml/ingame/tabwidget/barracks/barracks_confirm.xml:28
 #: content/gui/xml/ingame/tabwidget/boatbuilder/boatbuilder_confirm.xml:28
 msgid "2500"
-msgstr ""
+msgstr "2500"
 
 #: content/gui/xml/ingame/tabwidget/barracks/barracks_confirm.xml:34
 #: content/gui/xml/ingame/tabwidget/boatbuilder/boatbuilder_confirm.xml:34
 msgid "Sloop-o'-war"
-msgstr ""
+msgstr "슬루프 오브 워"
 
 #: content/gui/xml/ingame/tabwidget/barracks/barracks_confirm.xml:35
 #: content/gui/xml/ingame/tabwidget/boatbuilder/boatbuilder_confirm.xml:35
 msgid "Three-masted most common classified war ship with one gun deck."
-msgstr ""
+msgstr "하나의 총 갑판으로 3 개의 돛을 올린 가장 일반적인 분류된 전함."
 
 #: content/gui/xml/ingame/tabwidget/barracks/barracks_confirm.xml:36
 #: content/gui/xml/ingame/tabwidget/boatbuilder/boatbuilder_confirm.xml:36
-#, fuzzy
-#| msgid "Allow upgrades"
 msgid "Buy Upgrades"
-msgstr "업그레드 허용"
+msgstr "업그레드 사기"
 
 #: content/gui/xml/ingame/tabwidget/barracks/barracks_confirm.xml:43
 #: content/gui/xml/ingame/tabwidget/boatbuilder/boatbuilder_confirm.xml:43
-#, fuzzy
-#| msgid "cannon"
 msgid "Cannons"
-msgstr "캐논"
+msgstr "대포"
 
 #: content/gui/xml/ingame/tabwidget/barracks/barracks_confirm.xml:45
 #: content/gui/xml/ingame/tabwidget/boatbuilder/boatbuilder_confirm.xml:45
 msgid "Hull"
-msgstr ""
+msgstr "선체"
 
 #: content/gui/xml/ingame/tabwidget/barracks/barracks_confirm.xml:50
 #: content/gui/xml/ingame/tabwidget/boatbuilder/boatbuilder_confirm.xml:50
 msgid "+ 24t"
-msgstr ""
+msgstr "+ 24t"
 
 #: content/gui/xml/ingame/tabwidget/barracks/barracks_confirm.xml:51
 #: content/gui/xml/ingame/tabwidget/boatbuilder/boatbuilder_confirm.xml:51
 msgid "+ 14t"
-msgstr ""
+msgstr "+ 14t"
 
 #: content/gui/xml/ingame/tabwidget/barracks/barracks_confirm.xml:52
 #: content/gui/xml/ingame/tabwidget/barracks/barracks_confirm.xml:53
 #: content/gui/xml/ingame/tabwidget/boatbuilder/boatbuilder_confirm.xml:52
 #: content/gui/xml/ingame/tabwidget/boatbuilder/boatbuilder_confirm.xml:53
 msgid "+ 06t"
-msgstr ""
+msgstr "+ 06t"
 
 #: content/gui/xml/ingame/tabwidget/barracks/barracks_confirm.xml:54
 #: content/gui/xml/ingame/tabwidget/boatbuilder/boatbuilder_confirm.xml:54
 msgid "+ 1457"
-msgstr ""
+msgstr "+ 1457"
 
 #: content/gui/xml/ingame/tabwidget/barracks/barracks_confirm.xml:60
-#, fuzzy
-#| msgid "Hold ground"
 msgid "Build groundunit:"
-msgstr "가만히 있기"
+msgstr "지상 건물 건설:"
 
 #: content/gui/xml/ingame/tabwidget/barracks/barracks_confirm.xml:61
 #: horizons/gui/tabs/barrackstabs.py:81
-#, fuzzy
-#| msgid "Build this ship!"
 msgid "Build this groundunit!"
-msgstr "이 배를 건조!"
+msgstr "이 건물을 건설하세요!"
 
 #: content/gui/xml/ingame/tabwidget/boatbuilder/boatbuilder.xml:21
 msgid ""
@@ -427,10 +411,8 @@ msgstr ""
 "을 확인하세요."
 
 #: content/gui/xml/ingame/tabwidget/boatbuilder/boatbuilder_confirm.xml:60
-#, fuzzy
-#| msgid "Build this ship!"
 msgid "Build ship:"
-msgstr "이 배를 건조!"
+msgstr "배를 건조:"
 
 #: content/gui/xml/ingame/tabwidget/boatbuilder/boatbuilder_confirm.xml:61
 #: horizons/gui/tabs/boatbuildertabs.py:252
@@ -549,10 +531,8 @@ msgid "residents"
 msgstr "주민들"
 
 #: content/gui/xml/ingame/tabwidget/overview/overview_barrier.xml:20
-#, fuzzy
-#| msgid "Defends your settlement."
 msgid "Provides security for your settlement."
-msgstr "정착지를 방어."
+msgstr "정착지의 안전을 제공합니다."
 
 #: content/gui/xml/ingame/tabwidget/overview/overview_enemywarehouse.xml:18
 #: content/gui/xml/ingame/tabwidget/ships/tradetab.xml:73
@@ -851,11 +831,11 @@ msgstr "끝내기"
 
 #: content/gui/xml/ingame/widgets/island_production.xml:13
 msgid "Go to previous page"
-msgstr ""
+msgstr "이전 페이지로 이동"
 
 #: content/gui/xml/ingame/widgets/island_production.xml:15
 msgid "Go to next page"
-msgstr ""
+msgstr "다음 페이지로 이동"
 
 #: content/gui/xml/ingame/widgets/island_production.xml:18
 msgid "Close"
@@ -1792,10 +1772,8 @@ msgid "Press 'T' to make trees transparent."
 msgstr "나무를 투명하게 하기위해서는 'T'를 누르세요."
 
 #: horizons/gui/modules/loadingscreen.py:81
-#, fuzzy
-#| msgid "Build storage tents to increase your storage capacity."
 msgid "Build storage tents and lookouts to expand your settlement range."
-msgstr "저장고의 용량을 늘리기위해 저장고 천막을 건설하세요."
+msgstr "정착지의 영역을 늘리려면 저장고 천믹과 전망대를 건설하세요."
 
 #: horizons/gui/modules/loadingscreen.py:82
 msgid ""
@@ -1804,28 +1782,31 @@ msgid ""
 "tents are shown in yellow. It's a good idea to build a new pavilion in their "
 "neighborhood."
 msgstr ""
+"종교 시설의 범위가 모든 천막에 포함되는지 쉽게 확인하려면 건설 메뉴에서 선택하고 기존 종교시설 위로 가져 가십시오. 포함되지않는 천막은 "
+"노란색으로 표시됩니다. 이웃에 새로운 종교 시설을 건설하는 것이 좋습니다."
 
 #: horizons/gui/modules/loadingscreen.py:83
 msgid ""
 "Make singleplayer more fun with additional computer players by increasing "
 "'AI players' when starting a new game."
-msgstr ""
+msgstr "새로운 게임을 시작할 때 '인공지능 놀사람'을 증가시켜 컴퓨터 놀사람을 추가하여 혼자 놀사람과 즐기십시오."
 
 #: horizons/gui/modules/loadingscreen.py:84
 msgid ""
 "First steps are easier by looking at how AI players are setting up their "
 "settlement."
-msgstr ""
+msgstr "첫 번째 단계는 인공지능 놀사람이 정착을 설정하는 방법을 보면 더 쉽습니다."
 
 #: horizons/gui/modules/loadingscreen.py:85
+#, fuzzy
 msgid ""
 "Want funny quotes only? Change the quote types shown here in the settings "
 "menu on the game page."
-msgstr ""
+msgstr "재미있는 시세만 원하십니까? 게임 페이지의 설정 메뉴에서 여기에 표시된 시세 유형을 변경하십시오."
 
 #: horizons/gui/modules/loadingscreen.py:86
 msgid "A marketplace links your buildings like a road."
-msgstr ""
+msgstr "장터는 길을 건설하여 연결 하십시오."
 
 #. This are the options you can select in the Settings what type of quotes
 #. should be
@@ -2185,12 +2166,10 @@ msgid "Restart required"
 msgstr "다시 시작이 필요"
 
 #: horizons/gui/modules/settings.py:133
-#, fuzzy
-#| msgid "Some of your changes require a restart of Unknown Horizons."
 msgid ""
 "Some of your changes require a restart of Unknown Horizons. Do you want to "
 "restart Unknown Horizons now?"
-msgstr "변경사항중 일부는 게임의 재시작이 필요합니다."
+msgstr "변경 사항중 일부는 재시작이 필요합니다. 지금 게임을 다시 시작하시겠습니까?"
 
 #: horizons/gui/modules/settings.py:138
 msgid "Restore default settings"
@@ -2330,16 +2309,12 @@ msgid_plural "%s additional buildings will be destroyed"
 msgstr[0] "%s 의 추가 건물은 파괴 됩니다."
 
 #: horizons/gui/tabs/barrackstabs.py:38
-#, fuzzy
-#| msgid "Warehouse overview"
 msgid "Barracks overview"
-msgstr "창고 개요"
+msgstr "병영 개요"
 
 #: horizons/gui/tabs/barrackstabs.py:116
-#, fuzzy
-#| msgid "sword"
 msgid "Swordman"
-msgstr "칼"
+msgstr "검투사"
 
 #: horizons/gui/tabs/barriertab.py:34 horizons/gui/tabs/buildingtabs.py:42
 #: horizons/gui/tabs/overviewtab.py:31
@@ -2662,22 +2637,18 @@ msgstr "지상전투를 위해 적당한 부대를 모집합니다."
 
 #. name_0 of buildings:barrier
 #: horizons/i18n/objecttranslations.py:70
-#, fuzzy
-#| msgid "Wooden Tower"
 msgid "Wooden barrier"
-msgstr "목조 탑"
+msgstr "나무 장벽"
 
 #. name_1 of buildings:barrier
 #: horizons/i18n/objecttranslations.py:72
 msgid "Clay wall"
-msgstr ""
+msgstr "진흙 벽"
 
 #. tooltip_text of buildings:barrier
 #: horizons/i18n/objecttranslations.py:74
-#, fuzzy
-#| msgid "Provides education."
 msgid "Provides security."
-msgstr "교육을 제공합니다."
+msgstr "안전을 제공합니다."
 
 #. name of buildings:blender
 #: horizons/i18n/objecttranslations.py:79
@@ -2702,14 +2673,12 @@ msgstr "배와 소형선박을 건조합니다. 해안에 건설합니다."
 #. name of buildings:brewery
 #: horizons/i18n/objecttranslations.py:93
 msgid "Brewery"
-msgstr ""
+msgstr "양조장"
 
 #. tooltip_text of buildings:brewery
 #: horizons/i18n/objecttranslations.py:95
-#, fuzzy
-#| msgid "Consumes flour. Produces food."
 msgid "Consumes hops. Produces Beer."
-msgstr "밀가루 소비. 음식 생산."
+msgstr "호프를 사용하여 맥주를 제조합니다."
 
 #. name of buildings:brickyard
 #: horizons/i18n/objecttranslations.py:100
@@ -2734,14 +2703,12 @@ msgstr "돼지나 소가 필요합니다. 음식을 생산합니다."
 #. name of buildings:cannonfoundry
 #: horizons/i18n/objecttranslations.py:114
 msgid "Cannon Foundry"
-msgstr ""
+msgstr "대포 제작소"
 
 #. tooltip_text of buildings:cannonfoundry
 #: horizons/i18n/objecttranslations.py:116
-#, fuzzy
-#| msgid "Produces weapons out of iron."
 msgid "Produces Cannons."
-msgstr "철에서 무기를 생산."
+msgstr "대포를 생산합니다."
 
 #. name of buildings:charcoalburning
 #: horizons/i18n/objecttranslations.py:121
@@ -2850,17 +2817,13 @@ msgstr "약초를 생산합니다. 농장이 필요합니다."
 
 #. name of buildings:fields:hopfield
 #: horizons/i18n/objecttranslations.py:196
-#, fuzzy
-#| msgid "Corn Field"
 msgid "Hop Field"
-msgstr "곡물 밭"
+msgstr "호프 밭"
 
 #. tooltip_text of buildings:fields:hopfield
 #: horizons/i18n/objecttranslations.py:198
-#, fuzzy
-#| msgid "Yields corn. Needs a farm."
 msgid "Yields hop. Needs a farm."
-msgstr "곡물을 얻습니다. 농장이 필요합니다."
+msgstr "맥주재료를 얻습니다. 농장이 필요합니다."
 
 #. name of buildings:fields:pasture
 #: horizons/i18n/objecttranslations.py:203
@@ -3074,8 +3037,6 @@ msgstr "모든 광물을 정제합니다."
 
 #. name of buildings:stonedeposit
 #: horizons/i18n/objecttranslations.py:353
-#, fuzzy
-#| msgid "stone deposit"
 msgid "Stone Deposit"
 msgstr "석재 매장층"
 
@@ -3216,8 +3177,6 @@ msgstr "목재를 제공합니다. 벌목꾼에의해 베어짐."
 
 #. name of buildings:villageschool
 #: horizons/i18n/objecttranslations.py:439
-#, fuzzy
-#| msgid "Village school"
 msgid "Village School"
 msgstr "마을 학교"
 
@@ -3897,10 +3856,9 @@ msgid "corn"
 msgstr "곡물"
 
 #. This is a database entry: a messagewidget message (left part of the screen)
-#, fuzzy, python-brace-format
-#| msgid "A new ship by the name of {name} has been created."
+#, python-brace-format
 msgid "The Soldier by the name of {name} is ready to battle."
-msgstr "{name}의 이름으로 새로운 배 생성 되었습니다."
+msgstr "{name}의 이름으로 병사가 전투 준비 되었습니다."
 
 #. This is a database entry: the name of a resource
 msgid "flower meadows"
@@ -4002,7 +3960,7 @@ msgstr "동전"
 
 #. This is a database entry: the name of a resource
 msgid "beer"
-msgstr ""
+msgstr "맥주"
 
 #. This is a database entry: a messagewidget message (left part of the screen)
 msgid "You won!"
@@ -4133,10 +4091,9 @@ msgid "sword"
 msgstr "칼"
 
 #. This is a database entry: a messagewidget message (left part of the screen)
-#, fuzzy, python-brace-format
-#| msgid "A new ship by the name of {name} has been created."
+#, python-brace-format
 msgid "The inhabitant by the name of {name} is available."
-msgstr "{name}의 이름으로 새로운 배 생성 되었습니다."
+msgstr "{name} 호가 건조 되었습니다."
 
 #. This is a database entry: a messagewidget message (left part of the screen)
 msgid "The inhabitants of this building are infected by the Black Death!"
diff --git a/po/uh/nb.po b/po/uh/nb.po
index b87efbe..607873b 100644
--- a/po/uh/nb.po
+++ b/po/uh/nb.po
@@ -7,16 +7,16 @@ msgstr ""
 "Project-Id-Version: PACKAGE VERSION\n"
 "Report-Msgid-Bugs-To: team at unknown-horizons.org\n"
 "POT-Creation-Date: 2017-01-01 17:43+0100\n"
-"PO-Revision-Date: 2016-11-24 13:09+0000\n"
+"PO-Revision-Date: 2017-01-17 07:16+0000\n"
 "Last-Translator: Petter Reinholdtsen <pere-weblate at hungry.com>\n"
-"Language-Team: Norwegian Bokmål <https://hosted.weblate.org/projects/uh/uh/"
-"nb/>\n"
+"Language-Team: Norwegian Bokmål "
+"<https://hosted.weblate.org/projects/uh/uh/nb/>\n"
 "Language: nb\n"
 "MIME-Version: 1.0\n"
 "Content-Type: text/plain; charset=UTF-8\n"
 "Content-Transfer-Encoding: 8bit\n"
 "Plural-Forms: nplurals=2; plural=n != 1;\n"
-"X-Generator: Weblate 2.10-dev\n"
+"X-Generator: Weblate 2.11-dev\n"
 
 #: run_uh.py:125
 msgid "Unknown Horizons has crashed."
@@ -535,10 +535,8 @@ msgid "residents"
 msgstr "beboere"
 
 #: content/gui/xml/ingame/tabwidget/overview/overview_barrier.xml:20
-#, fuzzy
-#| msgid "Defends your settlement."
 msgid "Provides security for your settlement."
-msgstr "Beskytter bosetningen."
+msgstr "Sørger for trygghet for din bosetning."
 
 #: content/gui/xml/ingame/tabwidget/overview/overview_enemywarehouse.xml:18
 #: content/gui/xml/ingame/tabwidget/ships/tradetab.xml:73
@@ -840,11 +838,11 @@ msgstr "Avslutt"
 
 #: content/gui/xml/ingame/widgets/island_production.xml:13
 msgid "Go to previous page"
-msgstr ""
+msgstr "Gå til forrige side"
 
 #: content/gui/xml/ingame/widgets/island_production.xml:15
 msgid "Go to next page"
-msgstr ""
+msgstr "Gå til neste side"
 
 #: content/gui/xml/ingame/widgets/island_production.xml:18
 msgid "Close"
@@ -2680,22 +2678,18 @@ msgstr "Rekrutterer enheter for bakkekrig."
 
 #. name_0 of buildings:barrier
 #: horizons/i18n/objecttranslations.py:70
-#, fuzzy
-#| msgid "Wooden Tower"
 msgid "Wooden barrier"
-msgstr "Tretårn"
+msgstr "Trebarriere"
 
 #. name_1 of buildings:barrier
 #: horizons/i18n/objecttranslations.py:72
 msgid "Clay wall"
-msgstr ""
+msgstr "Leirvegg"
 
 #. tooltip_text of buildings:barrier
 #: horizons/i18n/objecttranslations.py:74
-#, fuzzy
-#| msgid "Provides education."
 msgid "Provides security."
-msgstr "Gir utdanning."
+msgstr "Gir trygghet."
 
 #. name of buildings:blender
 #: horizons/i18n/objecttranslations.py:79
diff --git a/po/uh/pl.po b/po/uh/pl.po
index 17b6159..b6acbd7 100644
--- a/po/uh/pl.po
+++ b/po/uh/pl.po
@@ -7,8 +7,8 @@ msgstr ""
 "Project-Id-Version: PACKAGE VERSION\n"
 "Report-Msgid-Bugs-To: team at unknown-horizons.org\n"
 "POT-Creation-Date: 2017-01-01 17:43+0100\n"
-"PO-Revision-Date: 2016-07-31 15:07+0000\n"
-"Last-Translator: Thomas Kowaliczek <linuxdonald at posteo.de>\n"
+"PO-Revision-Date: 2017-02-05 12:34+0000\n"
+"Last-Translator: Adrian Labuda <adr.labuda at gmail.com>\n"
 "Language-Team: Polish <https://hosted.weblate.org/projects/uh/uh/pl/>\n"
 "Language: pl\n"
 "MIME-Version: 1.0\n"
@@ -16,7 +16,7 @@ msgstr ""
 "Content-Transfer-Encoding: 8bit\n"
 "Plural-Forms: nplurals=3; plural=n==1 ? 0 : n%10>=2 && n%10<=4 && (n%100<10 "
 "|| n%100>=20) ? 1 : 2;\n"
-"X-Generator: Weblate 2.8-dev\n"
+"X-Generator: Weblate 2.11\n"
 
 #: run_uh.py:125
 msgid "Unknown Horizons has crashed."
@@ -239,16 +239,12 @@ msgid "Running costs"
 msgstr "Koszty eksploatacji"
 
 #: content/gui/xml/ingame/tabwidget/barracks/barracks.xml:21
-#, fuzzy
-#| msgid ""
-#| "To build a boat, click on one of the class tabs, select the desired ship "
-#| "and confirm the order."
 msgid ""
 "To build a groundunit, click on one of the class tabs, select the desired "
 "groundunit and confirm the order."
 msgstr ""
-"Aby wybudować łódź, kliknij na jedną z zakładek, zaznacz pożądany okręt i "
-"potwierdź swój wybór."
+"Aby wybudować jednostkę lądową, kliknij na jedną z zakładek, zaznacz "
+"pożądaną jednostkę i potwierdź swój wybór."
 
 #. Information about the groundunit currently under construction at the
 #. groundunit builder
@@ -429,10 +425,8 @@ msgstr ""
 "potwierdź swój wybór."
 
 #: content/gui/xml/ingame/tabwidget/boatbuilder/boatbuilder_confirm.xml:60
-#, fuzzy
-#| msgid "Build this ship!"
 msgid "Build ship:"
-msgstr "Zbuduj ten okręt!"
+msgstr "Zbuduj okręt:"
 
 #: content/gui/xml/ingame/tabwidget/boatbuilder/boatbuilder_confirm.xml:61
 #: horizons/gui/tabs/boatbuildertabs.py:252
@@ -856,11 +850,11 @@ msgstr "Wyjdź"
 
 #: content/gui/xml/ingame/widgets/island_production.xml:13
 msgid "Go to previous page"
-msgstr ""
+msgstr "Idź do poprzedniej strony"
 
 #: content/gui/xml/ingame/widgets/island_production.xml:15
 msgid "Go to next page"
-msgstr ""
+msgstr "Idź do następnej strony"
 
 #: content/gui/xml/ingame/widgets/island_production.xml:18
 msgid "Close"
@@ -1831,16 +1825,22 @@ msgid ""
 msgstr ""
 
 #: horizons/gui/modules/loadingscreen.py:83
+#, fuzzy
 msgid ""
 "Make singleplayer more fun with additional computer players by increasing "
 "'AI players' when starting a new game."
 msgstr ""
+"Aby zapewnić większą rozrywkę, dodaj graczy AI kiedy rozpoczynasz nową "
+"rozgrywkę."
 
 #: horizons/gui/modules/loadingscreen.py:84
+#, fuzzy
 msgid ""
 "First steps are easier by looking at how AI players are setting up their "
 "settlement."
 msgstr ""
+"Pierwsze kroki są łatwiejsze jeśli zobaczysz jak gracz AI rozbudowuje swoją "
+"osadę."
 
 #: horizons/gui/modules/loadingscreen.py:85
 msgid ""
@@ -1849,8 +1849,9 @@ msgid ""
 msgstr ""
 
 #: horizons/gui/modules/loadingscreen.py:86
+#, fuzzy
 msgid "A marketplace links your buildings like a road."
-msgstr ""
+msgstr "Targowisko łączy twoje budynki podobnie jak droga."
 
 #. This are the options you can select in the Settings what type of quotes
 #. should be
diff --git a/run_uh.py b/run_uh.py
index 5f418b2..8f9ace8 100755
--- a/run_uh.py
+++ b/run_uh.py
@@ -66,9 +66,8 @@ def exit_with_error(title, message):
 	exit(1)
 
 def check_python_version():
-	# python up to version 2.6.1 returns an int. http://bugs.python.org/issue5561
-	if platform.python_version_tuple()[0] not in (2,'2'):
-		exit_with_error('Unsupported Python version', 'Python 2 is required to run Unknown Horizons.')
+	if sys.version_info[:2] != (2, 7):
+		exit_with_error('Unsupported Python version', 'Python 2.7 is required to run Unknown Horizons.')
 
 
 check_python_version()

-- 
Alioth's /usr/local/bin/git-commit-notice on /srv/git.debian.org/git/pkg-games/unknown-horizons.git



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